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Orbital Rampage
Orbital Rampage by }{ammer
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FragTastic Rep. 936
#19   07 Jan 2012
This is familiar to Digital Worlds on UT2004.
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HelterSkeleton Rep. 1102
#18   03 Oct 2008
gameplay gets a bit repetitive and tiresome very quickly
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pmmalmeida unregistered
#17   08 Jun 2008
Great map!! I love to play this with my work colleges at lunch time =P Everyone one who likes space maps and CTF should grab this one.
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g0r unregistered
#16   13 Sep 2004
just keep those maps commin guy...i wont ever stop downloading your shit! good job man good job!
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Tyre unregistered
#15   15 Jan 2002
Have to say I enjoy this one immensely. Very nice design; I'll be keeping this.
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rendetion unregistered
#14   12 Jan 2002
An easy way to fix the r_speeds would be to seal off the edge of the bases (there's a ledge you can kinda walk around on that I don't think you're supposed to be able to), that way you won't be able to see the other side from the "flag room" at all, then close those sides up with skybox. Then you could add few hint brushes a viola. Area portal brushes on the doors would've been a big help as well.
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Terrynator unregistered
#13   10 Jan 2002
Here ya go Octovus.

<a href="http://www.terryhell.net" target="_blank">http://www.terryhell.net</a>

Located in Ottawa, Canada and home of the GMHook. (pimpage)

The map was cycled off the test server this morning because of my stat restart scripts don't restart the test server port. I can put it back up for you, but Hammer maybe making a fresh build for this weekend with more spawn points for dm play. I would wait. Then you could try the dm version. If you email me from my site posted email or terrynator@planetquake.com , I'll let you know when it is available to grab and try out.

On my spacemap server, I'm running a couple of hammers other maps. They are very popular. Once hammer is able to give me this dm map it will go into the regular rotation. The TH players have given it a thumbs up after yesturdays testing.

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Octovus unregistered
#12   10 Jan 2002
A bug in the red side?? Oh well. In terms of adding an extra route/r-speeds...completely understandable and rather unfortunate. Oh well. As it is my POS runs it happily so it's probably better you didn't! And I shouldn't have judged it based just on botplay (they are crap in most CTF maps, and they're certainly no more crappy than average in here...playing with extra enemies is definitely a good idea). I guess I just found it a bit easy to catch them because I could often stand on the enemies balcony, and when they'd launch-pad over a rocket would bounce them right off (or kill them). A re-make of hctf1 could be great, some of the halls were a tad tight (though the large courtyard made up for that). With regards to absolute size of the map, I guess I was comparing it to some partially indoors, partially out space maps (such as the one included in one of Id's TA packs, I don't know the name but it was rather popular for vq3ctf). So that makes perfect sense too. And I definitely respect that this is your free time - it just makes what people put all the more impressive! As it is I seem to be against popular opinion anyway :-0 Terrynator, what's the website addy for your server?

-Octovus

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/n unregistered
#11   10 Jan 2002
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Terrynator unregistered
#10   09 Jan 2002
Stop by my forum and talk to the players when you get some time.

I'm not sure you need to lop off the other side. It's not that big. Besides if a railer tries to dominate, having both sides prevents that.

I'm excited you may touch up a version for DM. I can then garantee a spot in the server rotation. It's a fun map. Definately another winner }{ammer. :)

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rokscott unregistered
#9   09 Jan 2002
I'm not really a CTF player, but I thought that this is one very cool map. Playing against the bots is a blast and it looks great into the bargain.

Another 8 from me.

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}{ammer unregistered
#8   09 Jan 2002
Octovus, one other thing, in terms of space maps, this map is big. R-speed on average are good, but in certain points (and very few that is) they jump pretty high. I really wanted another path between bases, down low, but I couldn't jeporadize the r-speeds anymore. Just wanted to explain my self a bit, becouse I also thought it could use another route. :)

}{ammer

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}{ammer unregistered
#7   09 Jan 2002
Hey Terrynator, I was just thinking about that, and thinking about it for your server specifically. Just for you guys, and I will cut off the red side with that bug you guys found :P. Gosh been playing this map for months now, and I never noticed that :P. I will see what I can do, may take a bit. Thanks.

}{ammer

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Terrynator unregistered
#6   09 Jan 2002
Hi }{ammer.

I'll fire off an email to ya, but this map seems to be fun for FFA except for the centre spawn point that gets you telefragged a lot. Any chance on a DM version being compiled up?

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}{ammer unregistered
#5   09 Jan 2002
Hi all,

Yes Octovus I tend to agree that hctf1 is probably one of my best maps. Can you belive that it wasn't up to par for a mod I made it for. And I made it when Q3 was hot of the shelves, there was no documentation on mapping or anything. But the lay out was sweet and very fun. I can appreciatte your opinions on the gameplay although I do not agree. The powerups that you say make it lopsided are actually there to keep it from getting lopsided. But my take on it and yours is matter of opinion, and I learned along time ago that you can't please everyone all the time. And I really hope that doesn't sound sarcastic. I just mean that everyone does have diffrent tatses. And I can appreciate that. There is a couple of mappers here that get alot of great reviews on there levels, that i really don't think are that good. Technically I think they have great skill and expertise in building, but they just aren't any fun at all to play, and you get lost in a maze of tight corridors. Anyway I prefer the simple and lots of action approach. Especially in ctf, to me there is nothing more aggrevating than trying to do a marathon run back across a huge map, in edless mazes, to get killed and have to start the run all over again. But there again that is my personal preference. I am abit puzzled on the bots though, I thought they played as good as they possibly could for being bots. I usually make the opossing team bigger so that it levels things off. All in all hctf3 is probably #2 in my book behind hctf1. I like the intense action hctf3 has. I just enjoy making the maps, and knowing that you guys play it and enjoy it. And I do appreciatte the input that you give, it does make me and others work harder. And I am not speaking about you, but I do think that at times people forget that we are people too, who do this in our spare time, and for me that isn't much. To many things I got to do, and way to many things I want to do, top it off with 50+ hour work weeks, and you do the best you can. I really hope you guys enjoy it, and octovus, you would be very pleasently suprised to know that I am considering doing a remake/overhaul of hctf1, cosmetically that is, with the halls a tide wider. I am not for sure yet, just considering it. Sometimes its best to just leave things alone. Thanks for your input, and I will be making notes with it, for the next level :)

}{ammer

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Octovus unregistered
#4   09 Jan 2002
Well, I was a tad disappointed. Hctf1 is still better in my book. This map just feels a tad generic. It is dangerous to make the crossing between bases no matter how you slice it, since you must either go through the air on an accelpad (a good railer will have you in their sights already) or walk across a fairly thin and fairly long walkway, from which a few well-placed rockets can easily remove you.

That aside the map is fairly cool. It certainly has that "something new" to it in the look department. Makes you feel like you're in an open-air space station or something. (I guess it's not so much completely new as done very well and still innovative :-) )

Gameplay with bots gets a bit sluggish, since they play so numbskullishly on this (and just about every other) custom ctf map. Becomes a bit of a game of "grab the flag and hightail" game between the regens, hastes, and relatively small bases. The RA right in the middle of both bases does help the defence - if they get it, that is, since it's just as easy for an enemy offense to be there when it spawns.

Over all a map that could have been much better if it was more balanced. As it is, either a stalemate can occur over the middle ground or the defense doesn't stand a chance. Nonetheless it can be a bit of fun.

6 from me, but mind I'd give hctf a 10 any day. Please take no offense.

-Octovus

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Octovus unregistered
#3   09 Jan 2002
Hey! I haven't played this one yet but after checking your website, I saw you were responsible for Fast and Furious...one of my all time fave ctf levels. Can't wait to give this one a go, keep it up!
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OverKill unregistered
#2   08 Jan 2002
Hi }{ammer yes i like this map very much a great little ctf space map, looks plays good and nice texturing a keaper for me for sure 8 out of 10 for me. :)
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}{ammer unregistered
#1   08 Jan 2002
Hi all, hope you like the map. I just wanted to add that my website is <a href="http://twistedpolygon.com" target="_blank">http://twistedpolygon.com</a> if the readme says skullsquad.com, just ignore it, that name lasted for about 1 day. So hope that clears up any confusion. And again hope you enjoy the map. And watch the included demo, hmmm well if you can, this map was made months ago, and recent Q3 point releases may have broken the compatibilty. I am not sure. I am still using the same quake version that I made the map with. Ok enjoy it.

}{ammer

<a href="http://twistedpolygon.com" target="_blank">http://twistedpolygon.com</a>

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