As I often state, Jax's maps are always fun with either 12 people bashing or 2 doods dueling. Especially this one is a great duel map. The action gets real hardcore. Another must have map.
Thanks Jax!
"L8r!" :)
Hey if xfoo doesn't like it, that's fine. I'm sure there are a bunch of maps that xfoo thinks are great, but others don't. Big deal! Frag!
Hey if xfoo doesn't like it, that's fine. I'm sure there are a bunch of maps that xfoo thinks are great, but others don't. Big deal! Frag!
I'm on a parallel on this one.
One thing you people need to realise is that many tourney players look for different things in a map.
I myself like maps like xfoo does - full of areas which can serve as shortcuts to other areas, yet were never intended to do so.
Incase many of you don't know, xfoo has a LOT of experience in beta testing maps, and aiding in level design for competitive maps. I should know - he helped me bigtime:-)
As far as this level goes, it's not bad. It's a keeper, but not one which I can see myself playing too often.
The scale is simply too large. While it's fun in Promode to get some speed, it's more important to get that speed so that it provides a means to complete a task eg, to make a particular jump to reach an item.
This map doesn't seem to offer those type of opportunities.
I think this type of layout would have excelled had it been a little larger than cpm1. Doing so would have introduced a more intensive vertical aspect to the gameplay, and sped up gameplay LOTS.
Jax - this is certainly no failure of a level. Nowhere near it tbh, but, I've seen you do better m8.
Looking fwd to more of your work...
-Octovus
I suggest you "Beta Test" your comments. It seems to be the only thing your good at, because you sure don't know FFA maps.
Now chaos, I suggest that you start waiting a little while before you make quick posts. You know nothing about me. In fact, if you know anything about me or the amount of experiance and time I've put into beta testing and judging maps you would realize that my resume for improving maps is pretty damn good.
It doesn't need "1000 trick jumps per map". It needs to be tighter. Is it a horrible map right now? Definatly not. Is it a top10? a top 20? Definatly not.
Pass on? WTF?!?!?! So, if it doesnt conform to some tight wad CPM mod specifications for mapping, then it should be passed on? Pffft!
If you like small FFA's or tourneys, you will like this map....unless your an anal retentive CPM l337 d00d who needs the 1000 trick jumps per map criteria in order to consider it a good map.
Bah! Good work Jax.
I like this map at lot. Long distance Railing, Close in fighting in either atrium, vertical movement without being overdone. Excellent use of Evil Lair's textures. Layout is awesome, no place to really hide (maybe that's why those guys didn't like it). Weapon choice and placement were very good.
Overall: 8.5
This one managed to bump jaxdm6 as my favorite JAX map, but only cause I'm always having my a55 handed to me on that map. Guess you can't camp the rail after all. ;o)
"and you're other one that I keep forgetting the name of. The one with the big star, and the face and stuff."
That'd be jaxdm6 - Kiss of Death.
L8R!
just about the best custom map ever. Right up there with Reassimilation by Charon, Disinformation by Bal, and you're other one that I keep forgetting the name of. The one with the big star, and the face and stuff.
Nice job. Keep 'em comin.
:)
wviperw ~ Yeah, I felt the scale ended up being a little large. The thing about quake is that it might look ok from the players "eyes" but if you see another player against the background structure it always looks larger. Still fun though huh?
xfoo ~ Have you had a chance to play it against humans? I'm no pro-player but feel that it plays pretty good against humans. I'd appreciate it if you find the time to drop by <a href="www.burial-grounds...orumdisplay.cgi" target="_blank">www.burial-grounds...orumdisplay.cgi</a> and give me and others feedback on our betas.
Taz ~ Thanks man! Glad you like the map. Don't be so hard on xfoo as he's pretty good when it comes to maps but everyone has their likes and dislikes. You can't please 'em all ya know?
Octovus ~ Thanks for the compliment and the vote.
You say you keep falling? Shouldn't happen after one or two rounds on it. It's a faily simple layout to learn IMO. And it's not a spacemap...hehe
Yeah, I suppose I could have tweaked the aas file a little more, sorry about that.
You'll have to bitch at Evil for the textures' depressing look (sorry Evil }:) ). I liked the look a lot myself and think Evil did an awesome job on this set as he has with his others.
martin ~ Thanks for the comments and the vote.
Like I said, can't please 'em all. Octovus says he kept falling off the ledges and you say you stand on them and pick people off with the RG. Anyway, my next map has a lot more tighter areas. There are a couple of screenies at my website if you care to look - <a href="www.burial-grounds.com/swamp" target="_blank">www.burial-grounds.com/swamp</a> and you are more than welcome to go to the address I posted in my response to xfoo and give feedback on betas.
As stated above, I liked this texture set I used a lot. And the map was constructed with the lowest spec machine in mind. r_speeds were kept to a minimum.
Violence3k ~ Actually, the skybox I used isn't a skybox at all. It is just the grey standard id sky texture. I wanted to use one that sock was working on at the same time I was working on this map but he didn't release it until after I had already submitted the map to ..::LvL.
Yeah, ..::Lvl is a tad behind but it is understandable, what with Tigger-oN's move and all. They are really starting to crank out the reviews now though.
All ~ Thanks for the comments and feedback and votes. It only helps me to (hopefully) make better maps.
L8R!
i think xfoo was right - if some of the larger areas were scaled down it would improve the gameplay: its too easy to stay at the edges around the top and there's not enough incentive to go down into the main areas where you simply get picked off by a rail. some smaller tighter areas would be good
the textures used are nice - especially the motifs at weapon spawns and the teleporters were good too but the whole thing was a bit too monochrome. not a big deal though.
the geometry was quite blocky but my POS system thanks you for that :)
definitely worth a play but i don't think i'll be backing it up
7
I still didn't like it that much. Played it when it was released, I think, and it got a bit annoying continuously(sp?) falling off of ledges and being unable to return in splash-based combat. Bots tend to favor the RL and SG a lot, resulting in the annoying situation described above. Despite my tendency to fall down, they hardly ever ventured to the lower levels (with the exception of a lower atrium, and all they did there was grab the weapon and head for the adjacent tele). The teles do look very good, I have to concur on that. As for looks in the level - my PC wasn't complaining, but I found the colours a bit depressing myself. Not that I look to q3 when I need a pick-me-up but still a little dreary for my tastes. Gets a 7 from me; I'd say probably get it, you know that it's worthwhile coming from Gator (just not as good as KOD imo).
-Octovus
Oh and xfoo,why dont you drop by BG and play this map there with the regular crowd, I think you might change your mind about wasted space.
Where's the bridge though??? ( Sorry, inside joke :- ) ).