Eagerly awaiting the next from Suicide20
Until you realize...
You can dominate the level just by hanging around there. A bit too easy.
Still fun though...
Happy Fraggin! Octovus
Placement of ra is great - really makes you pay for it if you choose the wrong moment to go fishing :)
I also really like the non-solid tele design for this map - leaping off the bridge onto the teles makes for fast and furious gameplay.
It is a bit bright but when the actioon starts it's neither here nor there.
I personally would have preferred a haste rotating with invis rather than the quad - quad camping tends to happen a bit coz being quadded up in this map is a huge advantage.
Nice map Suicide20 - an 8 :)
As for the map, it plays very well. The weapon placement is nice, as well as the size and architecture of the map.
The problem I had with the map was its brightness. It nearly blinded me. :) I didn't noitce the texture alignment review noted, but I did find the non-solid teleporter a little awkward.
All in all, it's a good map. It'll be staying in my pak0.
keep maps like this coming!
F.U.B.A.R.
Overall a good map with good atmosphere and unique style.
Last week I remember griping about the over-use of the "missing block" style of detailing a map, mainly because it's just been very many maps to date that use a poorly implemented copycat of this feature on the original id maps, in places or settings where it is inappropriate. This map, however, uses the style very effectively- it definately "belongs" here. The roughness of the area down near the water was also done quite well made
I REALLY like the level (really! :), I just don't like Fileplanet! I remember the good ole days when ftp.cdrom.com only allowed 240 anonymous users, and everybody had to keep their levels on their own respective websites. Now, somebody had the great idea of funnelling every link through one slow-ass, unreliable website. One way to fix this is to have Fileplanet mirrors.. But if we did that, we'd be back to where we were before Fileplanet -- a big list of mirrors! Another way to fix this is to remove a step -- remove Fileplanet!
BTW, I still like the level! :)
Loading vm file vm/ui.qvm.
D:Quake III Arenabaseq3pak2.pk3 Getting referenced due to: vm/ui.qvm
VM file ui compiled to 937732 bytes of code
47 arenas parsed
32 bots parsed
Connected to a pure server.
Loading vm file vm/ui.qvm.
VM file ui compiled to 937732 bytes of code
47 arenas parsed
32 bots parsed
Loading vm file vm/cgame.qvm.
D:Quake III Arenabaseq3pak2.pk3 Getting referenced due to: vm/cgame.qvm
VM file cgame compiled to 904570 bytes of code
Corrupt JPEG data: premature end of data segment
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Unsupported marker type 0x4c
Any Ideas????
Stop Oppressing me Damn it!!
hehe
peace
Suicide20
Great map, bro...
=)
YaBz
YaBz
suxx
Grabing the latest version now, I'll upload it asap.
I"m not sure how he get this old version but please down load from here...
www.terrabox.com/~.../map-s20dm4.zip
www.terrabox.com/~.../map-s20dm4.zip
So if you can't get it from file planet first... Try that one.
But I would like to know how many ppl download the map..:)
So try file planet...
Peace
Suicide20
Plays well, very well. I don't care much for the texture problems, coz normaly i don't see those things.
One prob though, why an invis powerup? I hate those things.
"A lot of the action centers around the power-up location. There are a heap of texture alignment problems and the teleporter models are not solid :[ "
Its a small map,So the action is going to take place somewhere...
Texture alignment issues?
The only thing that seems misaligned is are the flame thingies. They align at the top, just don't meet well at the bottum. I'm not sure if this is due to the texture itself, or due to the fact that the blocks11 texture had a face lift.
I just checked...
Its the Flame texture...
gothic_blockskillblockgeomtrn
I'll have our texture guy try to fix it. Sence this is so glaring...
Teleporters not being solid...
I went this way for several reasons. One being the fact that you have the ability to back into the portal without worrying if your going to get stuck on it. You don't have the ability to camp on them. Plus from the bridge area you can drop below and be sure to hit the teleport.
It was a design based on game play, not something that was mistakenly over looked.
Peace
Suicide20
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