.::LvL
Q3A Database
Turtle Speedmap #2
Turtle Speedmap #2 by Various
Comments
Add a comment
avatar
**Preview only**
Be sure to submit your comment
Submit
Preview
Cancel
Submitting comment...
zuggzugg unregistered
#13   08 Mar 2002
Yeah, much appreciated Brad and Octovus.

One note though.

"Arg! It's another Egyptian map." I squeak by because this was done before the flood of egyptian maps came in. :)

"...but this is 1 week's work!" Actually, it was about 4 days worth of work, on and off. Most of which was just working on the flagroom and center route. The side routes and midfield were all finished on the LAST day, FIVE hours late no less. Hence the misaligned textures and other errors that weren't fixed :(

Sorry for making you wait on me that day Equim. :)

Thanks again to lvl for the favorable review and to all the mappers who participated. Good work everyone.

Oh yeah, much thanks to those of you that actually took the time to play each map.

Agree (0) or Disagree (0)
Equim unregistered
#12   06 Mar 2002
Thanks to Brad ‘notime’ Kiefer and Octovus for taking the time to go through all these maps :)

Agree (0) or Disagree (0)
Octovus unregistered
#11   05 Mar 2002
Last one, finally!

Zugg zugg: Arg! It's another Egyptian map. That aside, the gameplay is pretty nice. The looks are certainly on par or better than the rest of the pack, as is architecture; lighting is nothing much, but this is 1 week's work! Layout is pretty thought out, though having numerous spawns and an RL in the flagroom makes a tight defense quite hard to get through. 9/10 though since it's short order; bots weren't too happy but it's CTF.

So...glancing at all these numbers...7 out of 10 because it comes to 79 for 12 maps. These packs are really cool, keep 'em coming...

-Octovus

Agree (0) or Disagree (0)
Octovus unregistered
#10   04 Mar 2002
Monsto: Bad luck with the turtle packs, this level looks very cool and has nice ideas, but no aas. Looks like it could play well, though.

Myth: Nice job! Most polished of the pack probably, though action focuses around RL a bit much. Nice theme and well executed...and a dopefish. 8/10

Watt: Pretty large and simple textured, but that makes sense with the timelimit; combine this with the lowered gravity and railguns become a bit too powerful, though. 7/10

-Octovus

Agree (0) or Disagree (0)
Octovus unregistered
#9   03 Mar 2002
Gleep: Pretty fun, though way too simple and the skybox makes no sense (two hallways are clearly across from eachother but you get no HOMs instead) 7/10.

Gryndehl: Bots were fine for me, but whatever; a nicely thought out ctf map in the vortex style, though some areas lacked connections (7/10)

Keditok: Classic chokepoint CTF, bots were ok, but there was just too little reason to be upstairs (6/10).

-Octovus

Agree (0) or Disagree (0)
Octovus unregistered
#8   03 Mar 2002
Equim: Aside from the lighting the map's very nice, good textures, but bots stick near one area a bit much. 8/10

Fireblade: Oh dear, must have been a busy week (no score)

Gear: A cool idea for a CTF map, though the quad should have been swapped with MH imo; it's not worth the deadly trip just for 100 health. Bots did one lightning quick capture aganist me right away and then promptly started sucking, kind of weird. 7/10.

-Octovus

Agree (0) or Disagree (0)
Octovus unregistered
#7   01 Mar 2002
Akuma: Another nice one for the pack, though some parts have way too few attractions. Back halls in particular see little action. 7/10 I think.

Amphetamine: No bot support so I can't score it, but looks like a cool idea for a CTF map. Too bad really :- (I read the readme)

Asnagrim: Disjointed Egyptian level that's sort of gimmicky, but for it's size and considering it was constructed in a week...main complaint would be lack of clipping. 6/10.

-Octovus

Agree (0) or Disagree (0)
Octovus unregistered
#6   28 Feb 2002
Ok, these are going up in sets of 3, but today only one (alphabetical order).

Ad5: This is the one in the pic for starters :-) Kind of disjointed but cool collection of rooms; great ideas but time constraint shows with lack of polish. Some rooms have way too much attraction over others. 7/10 (I will only score the pack once I've played all the maps and averaged what I think of 'em).

-Octovus

Agree (0) or Disagree (0)
keditok unregistered
#5   27 Feb 2002
Akuma, I think what elendeNATTER! means is working with the results after the tm2. :D Not for this great pk3, but a stand-alone.

I'll be "drilling" on my TM2, elendeNATTER!, and my TM3 as well. :D

Agree (0) or Disagree (0)
Akuma unregistered
#4   27 Feb 2002
elendeNATTER!: Sorry we can't fix any issues with the maps, they were built for the Turtlemap challenge in seven days.. Therefor tweaking them after the seven days would be cheating :)

Sorry.

- Akuma

Agree (0) or Disagree (0)
elendeNATTER! unregistered
#3   27 Feb 2002
well.. I really hope - wish there would be some Speedmappers, that could fix the issues with the better Maps from these Pack(2)... a little finetuning and tweaking... screwing drilling...polishing ? ? ?
Agree (0) or Disagree (0)
hot-doggity... unregistered
#2   26 Feb 2002
very cool! download now!

hi Octopus!

Agree (0) or Disagree (0)
Akuma unregistered
#1   26 Feb 2002
You guys got Turtlemap #2 reviewed fast, waiting for the Turtlemap #1 review seemed to take many months. Nice work :)

- Akuma

Agree (0) or Disagree (0)
Context menu

For options and more

OK, Got it