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Turtle Speedmap #3
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sedawkgrep
29 Jun 2026 #21
tm3_zuggzugg! What a fantastic little map! Small and tight, with avenues to quickly navigate around the map. It's essentially two vertical levels, with a center courtyard in the main area. MH, RA, and RG are all in somewhat risky locations, sometimes making the player pay a price for grabbing them.

A joy to play for sure!

We ran into an issue with FPS > 60. One of the teleporters leaves you stuck upon exit. This is an issue we've found on one or two other maps as well.

Is there an in-game fix for this, or would the bsp need to be recompiled? (or something else?)

Regardless, the map is worth playing even if you avoid that single teleporter. What a pleasant gem to discover!

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Whatscheiser
5 Jul 2022 #20
I'm not noticing anyone else bring it up, but I tried out this .pk3 in a couple of different installations and noticed the arena file for tm3_akuma seems to be a bit bugged. The maps longname entry is missing a space which causes the console to spit out an error message
Can't use keys or values with a '"'

It also doesn't seem to want to show up in the arena menu. The match type entry is listed as "single tourney ffa" ...I think this should just be "tourney ffa" when I make this change the map does show up in the arena menu. Likewise, adding the required space in the longname entry makes the console message go away.

Great mappack otherwise. Akuma was a stand out map for me. I also enjoyed equim, qpsiren and zuggzugg. Found some of the more open maps good for rail practice. :p

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raspatan
1 Nov 2020 #19
Overall agree with HS. Myth (pictured) is the best of the lot to me and would be a nice standalone release. CA or RA3 would indeed take it to its best. qprisen has great gameplay too. Shallow is a nice looking CTF, but you know. Q3 CTF is dead. Honorable mention to equim. Minor improvements would turn it into quite a thing.
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HelterSkeleton
24 Apr 2020 #18
standout maps for me: equim - great tourney, myth - great for clan arena, and qpsiren - not bad as either a tdm or clan map. Not bad: akuma's was good but a little flat, and grudge - pretty fun multi-tiered level but still pretty much just the one arena. Also, Scampie offered up a pretty interesting aesthetic for a space map.
Edited 4.25 minutes after the original posting.
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Myth
8 Apr 2002 #17
btw Octovus, thanx for taking the time to do personal reviews for everyone (again). They're appreciated. :)
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Octovus
6 Apr 2002 #16
Amph: Not a bad idea, but the weapons are way too spread about (except the RG and the RL which are both right at home). This encourages turtling, and the bots do that all the time (though they make nice charges out when you are about to capture). 7/10

Akuma: Once again one of the betters ones of the pack; though it's nowhere near his previous contributions graphically the gameplay still shines. MH placement is a little reminiscent of bloodrun. 9/10

AD5: Very very nice looking, and pretty well playing. Got a bit boring against bots but it's ctf...while I am amazed this got made in a week, items were often bunched together in a way that really encourages camping. 8.5/10 (I don't think the reamde said it was ctf.)

So that's about an 8 for the whole deal, but I'm scoring a ten..

-Octovus

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Octovus
3 Apr 2002 #15
grudge: Another cool one. Very vertical with such a small playing field per level that it was doable in a week, I guess; nothing special lookswise but it works, lighting being the noticeable no show. Gameplay is good but bots are pretty crappy (they don't mess up, they just don't frag you much either). 8/10

Equim: That relit comment is a bit off kilter; from the title you can tell the look was sort of intended. While it does hurt the eyes at first, it was perfectly ok, and the rest of the looks were quite nice. Enjoyable flow and IP, though it is a bit easy to grab 3 or 4 weapons if you spawn up top :-( Still, one of the best in the pack - that turtle tele is just too cool ;-) 9/10

Bear: Urg...CTF maps weren't lucky this time around )except for shallow!( The bases are lit completely in team colors - except for, confusingly, the central entrances, which for blue is lit red, and for red is lit...red?? There is only one entrance way into the enemy base without a RL, and a water chamber secondary route is useful only for ofense. The bots turtle so that playing them is pointless. 6/10, because it's a week, but with all the HOMs and stuff closer to a 4 or a 5.

-Octovus

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Scampie
2 Apr 2002 #14
wow, cool, I somehow screwed that up :D

link still works tho... strange :D

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Scampie
2 Apr 2002 #13
nitin: mine is. look in: <a href="www.geocities.com/...reen/maps" Target="_BLANK">www.geocities.com</a>/ w00t :D
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keditok
2 Apr 2002 #12
nitin: I'm planning a stand-alone, but don't know if, I'll ever finish it, plus the editor is giving me big troubles atm.

octuvus: yeah, I know its a fps hog. :p If I ever get a stand-alone version, it will be a lot less intensive on the hardware, plus all the tweaks it needs.

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Octovus
1 Apr 2002 #11
myth: Fairly simple map, with focus as always on the RL area. Some points for being a big map, but it's not all used, so...7/10

keditok: A nice idea but my system hated it; brushwork is overly simple (though not for the week's time limit :-)) and while the RG is balanced for humans by the fog, bots just rule in this very open map. 8/10

Gryndehl: Uh, the readme said this was ctf, and then...well, busy week, I guess. (No score)

-Octovus

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Octovus
31 Mar 2002 #10
Besides the obvious fact that W4XOR has defined himself as not being a "good player [or] mapper" (and if all mappers avoid this site, please explain why most major ones comment here)...anyone can have an opinion so long as they clarify that it's an opinion, and I agree the review might have been a bit soft, but it was written from the "hey, this was done in a week" point of view. Like any threewave maps were made in a week..
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nitin
31 Mar 2002 #9
are any of these available individually?
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Scampie
31 Mar 2002 #8
that was refering to what W4XOR said btw...

Octovus: thanks for comments! i had wished to flesh out the 'spacetrain station' theme a bit more, but the week's end came up quicker than I expected :D

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Scampie
31 Mar 2002 #7
Leave the opinions to Aholes who think they actually know something.

Good idea... </sarcasm>

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W4XOR
31 Mar 2002 #6
Great mapping, some dodgy texturing but its forgivable.

Maps play well, but if you think there even near 3wave standard ,mmmmmmm NOT.

Lvl seem to have this habit of talking shit about good maps and bad.

Im not saying these maps are shit, there most definetly not.

Infact these maps are excellent even with there faults,but the ppl at lvl seem to think they actually know something about gameplay and mapping when infact they dont.

NOTE TO ALL MAPPERS AND PLAYERS

.Avoid LVL, all the good players and mappers do.

Leave the opinions to Aholes

who think they actually know something.

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Myth
31 Mar 2002 #5
Thanx LVL for not even mentionng me in the list of mappers.

cheers.

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Octovus
31 Mar 2002 #4
Yay! 3 more

shallow: A very nice CTF map..probably my favorite turtle mapping one yet, though that might be premature. Nice and tight with good reasons to take different paths; some are short but have dead ends and few items, others lengthy but with choice and health aplenty. Bots even put up a good fight. 8/10

scampie: They just keep getting better and better...interesting description though it looks like gothic victorianish stuff to me. Creepy atmosphere, I love the fencing. Gameflow is a bit stinted once you find the best routes, but it plays pretty well. 8/10

Qpsiren: Brownie points for doing a larger level and doing it ok! Texturing is a bit funky, but you only have a week...gameplay was furious with 3 or 4 bots, who seemed to know what they were doing. 7/10

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Octovus
30 Mar 2002 #3
Going up 3 at a time, this time in reverse alphabetical order..

zuggzugg: Yikes! Nice job. Very cool, this is one of those turtle maps you should be proud of making even were there not a strict time limit! It is not a serious tourney map imo - the RA, RL, and MH are all somewhat close together - but this combo works for FFA and looks nice to boot. 9/10

vaarscha: Urg! Please say it's CTF in the readme. As for the map itself, interesting ideas, but smaller = better for turtle maps and unfortunately the bots are more pathetic than normal :- 6/10

Systemkrash: Looks rather thrown together (especially the black pits and the grating) but comes off ok. Fairly nice IP though health is stuck in one half of map. Bots play fine and the flow is pretty good, though PG area can be abandoned. 8/10

-Octovus

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Pure Imaginary
29 Mar 2002 #2
I'm on a dail-up modem ... today.
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Scampie
29 Mar 2002 #1
A most excellant turtlemap, made only better by my most impressive efforts... :D

truefully, there are a few of these maps that can easily stand on their own and that's what'd really great about this pak. zuugzugg's, Shallow's, few other the other's as well, including my own, with a little polish.

great stuff, hope to get in with a tm4 if we have one.

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Theme:
Not set
Bots:
Textures:
Not set
Comments:
21 comments (88 days ago)
Ranked:
Downloads:
4,873 & 151 LiveViews (daily avg. 0.56)
File:
tm3.zip, 27.54 MiB
PK3 date:
27 Jan 2002
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