8/10
This gets an 8.
also the ramps seem a bit too steep (and long), making it kindof hard to see ppl above you, tho putting the gl under them helps things a little :)
couldn't find much use for the rg; no real place to snipe from. maybe on top of the wind tunnel?
its biggest fault: while it technically is a space map, it doesn't play like one. combat still seems to take place entirely within each platform; lack of jumppads contributed to this by not giving that random factor of somone just jumping into your fight (you know when someone's coming up cause they've been climbing the ramp for the last forever). finally, the tall lips on every platform mean that it's almost impossible to fall except during that breif second you're grabbing the ammo on the lip.
maybe with jumppads instead of ramps this could be alot more like a space map, and some scaling down could both ease the fps and lower the player requirements; as it is it just feels like a classic map with bad framerate :(
I'll look into it, thanks for the heads up.
-Zuber
btw, if you do alter this map as you say, there's a minor graphical glitch on the left hand corner brush under the launch tube.
i liked the launch tube ! i wish someone would maybe use it in a diff map cause this one dont make use of it very well
Besides that i loved it!
An I am really amazed of a person doing such a fine conversion of HIPDM1.
Uhm, well yes the ramps might not be working out well in Quake3 because of a differing Q1 to Q3 code :)
But who cares, nice job!
Item placement was good, and flow in general was ok. Took me a while to find all 4 powerup spawn areas.
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