When it comes to lighting, I would have personally preferred it to be somewhat brighter. Maybe it's meant to be an early morning sun that breaks through windows and frescoes/icons, or vice versa — early evening sunset. If so, I admire this idea, but I'd still like this map better with more lights/candles/illumination. I do appreciate the presence of lanterns, torches and lamps of course, as they do a great job of providing more contrast in brightness.
As for the gameplay, it needs some significant improvement, in my opinion. That is because despite the fact that the RG is present, it isn't reachable easily enough, and along with the fact that this is the only weapon on the level, it creates a tendency of concentration on the MG in most matches, with the RG being the absolute weapon for players to dominate. I also really appreciate the fact that there are portals which lead to upper floors (if I'm allowed to call them so). However, I think more portals with braver placement could help with gameplay amelioration, for example via additional ones that would lead to different points of the map, and why not connect the spawn places of some of them with each other :)
Another option is to give the RG automatically once the player spawns, that will make it fun for some Instagib or Rail Arena, like Anwulf's ARENA110, for instance. I wouldn't mind having an altar either.
this was NOT constructed to be a deathmatch level,
it was constructed to see if it could be done.
I respect that, and if I had to create a map, this is the kind of love and passion I would have for architectural reconstruction. However, for me, the level of a video game is always something that should be played, especially when it comes to arena first person shooters, because this is what video games are meant to be for — interaction with the player and the player's ability to write the inner-world history on their own.
Other than that, this map is great and is definitely a piece of history 🙌 I think, it can even be shown like an introduction for / prologue to the real Chartres Cathedral building for people who have not been there or are not yet familiar with this place. The layout of a gorgeous piece of life in the AFPS world 😄 Cette carte m'a même donné envie de visiter Notre-Dame de Chartres, j'espère pouvoir le faire un jour :) J'aimerais bien visiter la ville de Chartres elle-meme aussi, d'autant plus qu'elle est située à environ 90 km de Paris, sur la belle Eure, un des affluents de la fleuve-reine Seine 😀 🇫🇷
C'est définitivement une carte à garder, good job on the map, QkennyQ! 👍
Too bad so many trogs are incapable of appreciating artwork. Hey, maybe they can give some lame tech base map another 9/10. rollseyes
I don't think it was ever ment to be looked at from the point of view of a 'death match' map and a massive frag fest, the author used the theme to test out some ideas that at the time were pretty whacky... we take them for granted now because of the work ydnar has done to q3map2... you really have to put this into context and remember this was made before that era and should really (have) be(en) looked at from that point of view.
Still a bit of a monster of a map regardless of the 'FPS' and 'game issues'.
However it seems to be the same scenery alover. Some transports fling you into the walls and the FPS is not that great. Too many bot's cause my system to dog down to unplayable speeds.
Looked good though, lost interest after about a half a round when the FPS just made play unbearable on my machine.
I mean the structural and architectural details in the Chartres Cathedral.
First of all, there is no elevation around the nave and under the smaller vaults.
Second, the apse is too small in the map.
Third the main vaults are probably on the half height of the original.
Fourth, the main hall is way too longer in the map than the original.
Fifth, the upper level archs above the smaller vaults are supposed to be "pointed" but it is romanesque in the map.
Sixth, the windows have not two, but two main and two sub divisions in the original and have single large rose windows and double small rose windows.
In addition to these, there are no lanterns hanging from the key stones of the main rib vaults, not only in Chartres but in any cathedral.
Now, I don't mean to be harsh, but I know that building a cathedral in Radiant is not easy. Especially if you try to build one like Chartres.
I have an unreleased Chartres project (with butresses, flying butresses, bell towers, stairs and roof) which is completed but not yet compiled and after taking so much fun time while building the Chartres, i think that there is no way on world to forget the details of Chartres for me anymore.
Hard work, good patience. Admire community, admire.
But I realize the map was made as an experiment more than anything else. Still, I'd love to frag in this map
Superb architecture, yes, true, but...uh...guys...uhm...how many space, church (and overkill gothic themes) do we need to see?! Oh, let's not forget Egyptian! Gee, all this technology at your finger tips and all you can think of is: gothic, egyptian and space?! AAAUUURRRGH!
Architecturally this map is mind boggling compared to others. Conceptually? You Quakers need to go out and find other buildings, topography, themes to work on! Stop playing Quake for a bit and go outside! Get some new ideas!
Game play? Uh...there's game play here? Where? Run, shoot...hmm...run...shoot? Now, where have I done that before? Oh yeah! Every other bloody map, minus one or two, on this damn website! Hello?!
Benchmark? Why?! Who cares?! If your video card can't run it, screw it! Throw your ancient box out the window and find yourself another hobby! Or, if you're so into numbers maybe you should become an engineer and do something more constructive with your time? Like, gee, why not apply for a computer game company?!
This map is fun for the first 4 seconds when you go oooh...aaah, and then, that's it, poof! Gone, that's it. Like premature ejaculation. 7 for effort. Concept 3. 10 for technical. 0 for ideas.
Basically, it's good eye candy.