@sst13 : Also very awesome to read! Something really nice about finding out other mappers are playing a few of your release :)
Looking back on this map now, I think I would swap the teleports for a jump pad if I could work out enough room. Pretty sure I used the teleports to contrast with the existing jump pads and due to the tighter space. The long jump from the Yellow Armour to the Rail Gun can be done in standard Q3, but I would also tweak this to make it easier. It was meant to be a hard jump, but it is still too hard to be fun.
The Lighting Gun was meant to feel just out of reach. Going for that weapon requires a long path or a rocket jump. So, yes, on purpose :)
A haste could be a good choice on this map too.
And, in case you did not know, a modified version can be found in EmeraldTiger's Uber Arena mod. I like a lot of the changes that were made in that version.
Good map, I think you accomplished the "freehand" style quite well. Curved accel pads are a nice touch. Good vertical action. Comes to show that sometimes it's best not to plan ahead? ;)
Edited: 29 Jan 2011 AEST
the sheer scope of movement round this map when u got a rocket jump is unreal and a skillfull rocket jumper can cover the entire level in a few secs.
is there any add ons that will make my bots actually do rocket jumps to get to places? coz even the nightmare bots get owned when u start bouncing off the walls!
i rated it as a 10 for just being clever. pity the bos get stuck under the red rooms jump pad and fry in the lava tho. nm hey
You can find out what level is causing the problem by moving all the .pk3 files out of the baseq3 folder (execpt the pakX.pk3 ones) then add the custom .pk3 files back (a few at a time) until the missing texture problem turns up. You will then find which level is causing the problem. Its a hassel, but it works :]
I seem to be missing a texture in a shader used in this map. Sorry, can't remember the path off the top of my head right now, but it was a base wall texture (I think base_wall_alpha_a or something like that). In the map, it's located on the curved wall that's hollowed out for the circlular jump pads that bounce you up to higher levels.
Am i missing that ID texture pack that they put together for mappers? Or does anyone else have this problem?
Otherwise, GREAT map, great game flow and nice geometry/organics without killing the frame rates.
The bots should play well, I spent about 2 weeks tweaking them (thats about 4 to 5 hours each night for 2 weeks)
Thanx everyone for checking out the map and enjoying it, even xfoo and hubster (who i throught would not enjoy it much as its too open for them :])
KaNNoN Reporting from a custom map LAN server ;->>>
The 3D scrolling experience is excellent when navigating around, as the neatly designed scene of one area smoothly flows into the next. Most of all in this, I like the way you're able to bring and blend all those totally uniquely designed areas seamlessly together in a natural way, meaning without any disturbance at all to eachother. You must be proud to come up with this one and must have had a nice time building it. Very good piece of work; I like it!
Where's that button...o here...=)
I think the teleporters should be taken out though, we never use them here. Have a 9!!
not too much textures and the design is good though
Great graphics.
What I really like is that it is so open but still compact
9 from me.
COMBINATION of good Gameplay &
Eyecandy !.. ;0)waiting for more
would have been cool for OSP !
Great fun, great work
Anybody know if they're planning on making additional "official" osp map packs?
Yes I rate maps I havnt played aren't I intelligent.
Enjoy and happy x-mas,
-syslink
worth everyones hard drive space ! !
Still, plays very well!
gave the map a 9, I've always like the texture set/theme.
GJ, gave it an 8, really enjoyed the gameplay, there were a few texture choices that didnt seem to fit imo, but other than that, a really good map, ill keep it on my hd for a while.
Increasing the time helps move emphasis away from that area of the map, but doing so turns the map into a running contest (as opposed to a running / short-distance movement blend) and the number of paths quickly leading to either armor is rather small, which makes it a bit harder to break control of a given armor. I'm slightly turned off by this sort of scenario, but the random Megahealth respawn simply makes Quake 3 even more random. It makes games less predictable, which on the one hand makes games more exciting, but on the other hand, it makes a game a less reliable judge of which player is actually better, since luck inevitably plays a role.
The lava really was out of place, and the gothic-like textures found in the odd place really took away from it for me. Trims or whatever would be fine, but some hallways were fully decorated with them. Just struck me as odd.
Gameplay is king though, and it struck home there. The accelerator pads are a great technique and it's nice to see them implemented carefully. The bots even seem to understand them. The level is certainly big enough to accomadate a bunch of peeps if you please, but works with small numbers as well. If there's one disused area, it is the room containing the PG; the lack of clip for it makes it even less appealing than the other available weaponry. I also think the MH should either be swapped with the RA or have some more items put next to the RA, but I'm probably wrong. Two RLs is definitely a plus (the classic anti-camper technique; add in a not-too-usefully placed RG and down the campers go. Well, they have to move before they can roast marshmallows, anyways).
Um, certainly if you liked any of his earlier work download it. It's definitely a fun FFA level, and it's up that level from a map worth playing to a map you should play and think about, but it's still not quiiite there; nevertheless...it's a...darnit...8 from me! (How I wish there was an 8.5 :-( )
-Octovus
The accelerator stuff looked hokey until I tried it and it became vital to success. I ditched in the lava only once following a collision with The Loud Spiky dude.
I also tried 3 player FFA.
The pads fling players so far it's possible to acquire many of the major items in a few seconds. The YA/MH/RGammo proximity has been mentioned. How much of this can be exploited by seriously tactical players I can't tell yet, but I liked it. The GL is only good for spamming the RL in the water.
All the bots became preoccupied with the j-pad beside the SG, just along from the RG. The only time they get the RA is when they spawn next to it, which meant I acquired that far more often than the MH.
As for the design, I think the tall pillars are very forest like ( which I guess is the point ) and the green moss/water/jpads all fit together pretty well. So I think you should remove the lava in favour of something else...orange-red mixed in a map with lime green is a bad color combination. Alternatively, remove the greens in favour of more browns and reds.
The texture on the roof of the broad tunnel with the SG...I know it's a wood texture, but change it.
Making the teleporters different from the standard models is fine, but at least make them animate or sumthin' :)
Your stairs could do with better trim texturing.
It's a good map, but hey you did ask what I thought.
: )
this map thinks all the way
From the item side of things, my primary concern is the rail clip/Megahealth combo that is near the Yellow Armor. Given there is a Railgun and a Rocket Launcher close by, the section of the map containing these items is very important, and given the construction of this area, this section also has lots of cover. Since the Red Armor is a very vulnerable item, a typical good player should comfortably win by holding the area containing the RL/RG/slugs/Megahealth/Yellow Armor, and by attacking the other player while he/she attempts to take the Red Armor and the lesser items. On a side note, a PG clip should have been included for fairness, although I don't feel the GL is useful enough in this level to warrant another clip.
I like the teleport, good to see something different. Lots of fun.
It will have a place in my february quake lan party :-)
Vertical, rail and close action are present in this map.
Your experience rating maps is shown here.
I'm not really into the combination of textures myself (I hate the brick and then the colour techno of the jumppads e.g.), and you might wat to make those teleporters a LITLE bit more obvious... I saw all the bots teleporting and I was looking for that Personal Teleport power-up al the time until I bumped into a wall and got teleported =)
Other than that, nice map...It's staying on my hd =)
8 from me
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