I find on these mono-textured maps that depth perception and navigation is difficult. I had a tough time playing this as I felt like half the battle was in fighting the map itself.
But the use of the TP helps the bot "catch up to you" far too quickly for comfort. IMO, the gameflow in this map needs to be better controlled. E.g. near the RG you have a JP that leads to the MH, but using the AP does the same, only that the JP gets in the way when you want to pick up the RG. A few other areas have squarish deco that could and should have been a JP.
Interesting experiment anyway.
P. S. I'm an eleven-year-old.
The geometrybrushwork forms really work together especially the radio transmitter shader effect, v sweet.
To find out more about the mod, visit: q32ef.fragland.net
"there are better cel-maps than charon"
Actually, charon's map wasn't "truly" cel-shaded by using ydnar's implementation. He said he ended up using a manual method (clone all brushes in the level, invert, and tweak), so its not really fair to compare his level to this. :)
I don´t know if there are other maps with cell shading... All i just wanted to say that there are better cel-maps than charon, but when someone talked about cel-shading, lichtwärts was never mentioned, only charon´s demon pigs map...
BTW, -cha0s-, great looking map! Not sold on playability, but like you said, it was only a design excercise and it certainly succeeds at that!
Hope you´ll make some playable map in this design, cha0s =)
Uhm...where´s my dreamcast and jet set radio? goes away, searchin..
let everyone use ydnar's q3map... :)
Please give us a tutorial so we can all do this kind of awesome mapping !!!!
I LOVE IT!
God, I should start mapping for Q3 if you could explain where and how exactly you did this? Is it some kind of plugin/fx as you speak in the readme?
I'm rating it 9 purely for looks and originality btw =)
this is one of the best things i've seen for quite some time. not really playable, and framerate sucks, but damn! it's visually a dream come true!
good job cha0s.
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