The 3 Dayer
The 3 Dayer by the Shib
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Whatscheiser Rep. 662
#30   10 Jul 2022
Tight little map that was a lot of fun to play. I personally think it works well as a FFA too. I loaded it up with Doom, Wrack, and Grunt and had a grin inducing few rounds here.
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raspatan Rep. 4558
#29   15 Feb 2021
Excelent duel map, fast, strategic. Great location for the RG (with VQ3 you need RL, PG or special strafe to get it - review is wrong that RL needed), which makes sense because the open and large main rooms give plenty of chance for camping (perhaps too much? depends on how good your enemy's RG is; if a bot, don't worry. They don't get it, not even spiterbot.) Architecture is a bit coarse but functional. Could not figure out the use of the button.
Edited 1.04 days after the original posting.
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p4ngo unregistered
#28   11 May 2002
anyone who made some nice trickjump demos on it, plz post them. thx ! ;0)
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Tigger-oN unregistered
#27   08 Feb 2002
reav.: You forogt 'as a prefix'. There is no reason for a mapper not to include cpm as a suffix. For example, this level could have been called 'x0r3cpm'
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reav. unregistered
#26   08 Feb 2002
well arQon clearly stated that cpm should not be used as a prefix :)
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The Hubster unregistered
#25   05 Feb 2002
The filename issue is currently under discusion at the Challenge Forums.

So far we haven't yet come to a final resolution.

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ant unregistered
#24   05 Feb 2002
soz didn't word that properly:

Official ra3 maps all start with ra3, and so do custom ones. imo i dont see why unofficial cpm maps dont have a cpm too :]

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jalisko unregistered
#23   05 Feb 2002
Official cpm maps have cpm prefix... Were talking about the unnofficial here. :/
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ant unregistered
#22   05 Feb 2002
Official ra3 maps also have an ra3 prefix...having a cpm before custom cpma maps wouldnt be a problem.
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#21   04 Feb 2002
Tigger-oN: official promode maps do have a cpm prefix so this would not be appropriate to signify maps for promode. Mappers use mappername, 3, gametype, number so perhaps they should replace game type eg tourney with protourney etc.
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Octovus unregistered
#20   04 Feb 2002
Hub, if they want it reviewed for CPM they should put it front (regardless of whether they think vq3 works too). If they want it reviewed for vq3, don't. Simple.
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elendeNATTER! unregistered
#19   04 Feb 2002
focusses on gameplay. good one.
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The Hubster unregistered
#18   04 Feb 2002
Because while many Promode maps are designed with the Promode physics in mind, many tourney players do play them as VQ3 maps, even though the map had this factor in mind as a secondary mode of play.

It's not 'dumb' to play a promode map in VQ3. It IS 'dumb' to play a CTF map as FFA for eg.

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Tigger-oN unregistered
#17   03 Feb 2002
Simple solution; maps made for CPM should have a cpm_ prefix, just like maps made for RA3, UT, CTF .... why does CPM need to be any different?
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SweepeR unregistered
#16   02 Feb 2002
You said it brother.
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The Hubster unregistered
#15   31 Jan 2002
That's a shame.

If a map posted here is made for RA3, it's reviewed in that mod. Why isn't that the case with Promode?

It's going to have to be done as a "defacto" sort of procedure soon, because Promode is becoming a more serious platform...

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SweepeR unregistered
#14   31 Jan 2002
Well, xsdm1 (by me and x0r(Shib)) have "Designed for CPMA" notice at levelshot, but the guy who reviewed it few weeks ago (2-3) didn't bother about it. And that was gay, cause map contains GA which is available in CPMA and OSP, but he played it in baseq3...
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The Hubster unregistered
#13   30 Jan 2002

Is this a trick-jumping forum? :-p Maybe authors who want their map solely for CPM should be putting it in the name (wait, every map would have CPM in front of it. Hm).

On a more serious note though, I think it's becoming apparent that Promode is now becoming the defacto standard for many mappers, and as a result, more and more players alike.

About time!

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Octovus unregistered
#12   30 Jan 2002
Is this a trick-jumping forum? :-p Maybe authors who want their map solely for CPM should be putting it in the name (wait, every map would have CPM in front of it. Hm). Plus the CPM team would probably get mad...

takes a glance at the readme Well yah, that's pretty damn obvious. However if I had dled it with the intention of reviewing it (I just click 3 download links at random and mail the names off to Tig when I submit reviews), I would still have done so in vq3 - being careful to look at jumps that would be possible in CPM, differences in gameplay speed and flow, and of course taking that into account in my review. Electro I agree, but Lvl has never been about in depth reviews: It's a place you send your map to get a quick once over (and this review is longer than Tig's normally are) that gets lots of hits so you can get the map into the limelight. If you want a long review, there are plenty of other sites to suit your needs better (and yes they don't review as many maps, surprise surprise, since it takes much longer to write lengthy reviews).

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The Hubster unregistered
#11   30 Jan 2002
Anyone tried SG to 50h to RG?
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xfoo unregistered
#10   30 Jan 2002
Fun little map, but I always expect that from x0r.

I honestly didn't get a chance to play humans, and I won't waste my time in CPM vs bots... but anyways, I still noticed a few things.

Maybe too many tele's? 1 or 2 of them could of been left out easily I think.

This is the first time I could see shards becoming actually highly important, due to the 1 of each armor selection. (stack up YA with shards and you're still pretty tough).

x0r's got the hallway size down perfect for CPM. I can cruise around this map at 650 UPS no problem, which is great.

Uhm, I got that missing texture pjw. As well as a few misaligned and a big hole in the roof at GA/RL hallway.

Lots of cool jumps... I can't do that MegaTele to rail jump, i really don't think you can... but the Rl to 50 jump is really useful.

Overall it would be fun to actually play this against someone, but I probably won't so it'll just sit on my harddrive =P

Can't really rate it, as I'd have to do a seperate gameplay vs graphics debate. And since i haven't actually PLAYED it i can't rate it.. hehe

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Shib unregistered
#9   29 Jan 2002
Yup...the old typos have carried on were they left of in the readme:p
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x0r(Shib) unregistered
#8   29 Jan 2002
Thx Hubster,quite a compliment:)

Yeah this map was made in 3 days is that:)

Took 45 mins to slap the brushes down for the layout,it is a map designed for promdoe thus the hard to reach rg which is possible to tele jump onto,swerve round of bounce pad and strafe on to:p

You can aslo trick round after the ra tele onto the other side and catch some nice ups:)

Anyhows me is not mapping no more-gg:)

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pjw unregistered
#7   29 Jan 2002
Hmmn. I think I have to agree somewhat with Hubster here.

It does state clearly in the readme that this level is intended solely for CPMA, and someone unfamiliar with that mod shouldn't have been reviewing the map. (And shots isn't alone--it's something I've seen before. Reviewers, please make sure that you're playing the map as the author intended it to be played before you review.)

I'm not sure what "lack of height" means, as this map has plenty of over/under and z-axis compared to a lot of maps). The shame of it is that it's quite a nice little map, but I probably wouldn't have given it a look if not for Hubster's remarks. Of course I suck too much to make the long strafe to the RG, but I can get there via the jumppad. :)

Nice layout.

I'm getting a missing texture on the sides of the button, though(?).

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Electro unregistered
#6   29 Jan 2002
a reviewer must be able to take different perspectives while reviewing a map to ensure that all areas are covered, and that a decent review that is informative is produced. i wouldn't really call it a review, it's more of a vague description of what the map is, which fails to go into detail in all areas.
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The Hubster unregistered
#5   29 Jan 2002
I forgot to ask - has any made the doublejump from MH tp to RG?

I can't seem to time it right for some reason...

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The Hubster unregistered
#4   29 Jan 2002
What a pathetic review. You didn't even grasp what the map is about! Did you fail to notice the amount of jumps possible with this level?

Were I the author, I would be insulted.

"In such a small map it seems unnecessary to have two rocket launchers, and a railgun which can only be reached by a rocket jump."

You n00b.

/me grabs shovel and smacks Shots in the left temple.

People like you have no place at a level review site, you have NO idea what you're reviewing!


A simple map yes. I dont know if it was x0r's intention, but I honestly think that this level is THE map for the newbie promode player.

It's brilliant. Objectives for items such as the RG and 50H are clear, and the player is forced to use the structures around them via trickjumping.

IMHO, this map should be included into CPMA as a training map.

Excellent work x0r. 9/10 from me.

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SweepeR unregistered
#3   29 Jan 2002
Hey hey Shib0r =) This map is old.. =) But good.
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shots unregistered
#2   29 Jan 2002
yeah, sorry, you can do a long strafe jump from the balcony next to it, or use the bouncepad. Or Rocketjump =)
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Pure Imaginary unregistered
#1   28 Jan 2002
In all fairness to x0r, I should note you do NOT need a rocket jump to reach the Railgun; you do have to strafe-jump if you are not using CPM (from the Shotgun), but in CPM, you can also hook off the bouncepad to pick up the item.
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