moonstone
by orfi
moonstone by orfi
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Geniraul Rep. 1800
#16   28 Aug 2024
Now that I think about it, the building that appears in the preview screenshot slightly makes me think of the Pura Taman Kemuda Saraswati Hindu temple in Indonesian's Ubud 🇮🇩 The red building that is symmetrical to the one shown in the screenshot creates the same impression from the geometric perspective.
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Geniraul Rep. 1800
#15   19 Nov 2023
This map is a true visual dream! The bot support is really the key factor lacking on the level. @orfi Maybe with today's editors' advanced features it is possible to add bot support with proper clipping? :} If you created an AAS file for them to fly above the ground, they would have probably landed by now due to editors' evolution :P 😉 Anyway, let's get down to business.

The landscape and color palette harmonize together so well I didn't even notice the layout is based on Doom II's map 01 Entryway until I read the review :} It also has some of the most realistic sounds I've ever heard on a Quake 3 map, along with FROZENCOLORS, — the bubbling swamps / cave lakes and birds singing 🫧🐦‍⬛️ The openness, color palette and more water on the map remind me of Doom 2 Fast as Hell Flags' map 09 Karonte by Endless, which makes sense, since both levels are made for multiplayer and intended to be played in the CTF mode.

The open space and cave tunnels do some really great job switching each other, so along with the fact that each base has various paths to get to it, this probably allows for some great gameplay to take its place/seat. I think, however, the gameplay is not sitting at all, no, it's jumping around the whole map and being very dynamic C: I really appreciate the fact that the map is playable in Q3, TA and OA, too.

Absolutely stellar map when it comes to visuals, it would most likely be worth 5/5 if bot support was present.

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FragTastic Rep. 2467
#14   07 Jan 2012
Yeah i like this map although no bots ):.
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Anonymous unregistered
#13   31 Oct 2011
no bot support ;-;
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KommissarReb (SW12) Rep. 2518
#12   03 Jul 2011
This map is just beautiful. I'm not going to download it because it lacks bot support and its for Team Arena. Even if I reinstalled TA I wouldn't bother downloading this map because I don't have enough people to play it with. I'm not even sure if the server orfi mentioned back in 2006 is still even up.
Edited 1129.7 days after the original posting.
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gooball Rep. 1161
#11   02 Jul 2011
This is the best TA map on my harddrive. 1 thing I'd like to see though, BOT support...
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..::quakemaniac::.. unregistered
#10   15 Jul 2009
This is a cool map; if only there was BOT support added to it...
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Rota Rep. 140
#9   08 Sep 2008
I belive its possible to create a working aas file.. check this tutorial:
www.simonoc.com/pa.../maps_q3/mg.htm
www.quake3world.co...m/viewtopic.php
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Phoenix Rep. 75
#8   16 Dec 2006
orfi, this is a gorgeous map. I really wish bot support could have worked with it, but I understand running into technical limitations all too well. Is it possible you might make a deathmatch version based on this? You're already halfway there after all. Either way, I can't wait to see your next map. Keep up the good work!
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bluemonkey Rep. 40
#7   14 Jun 2006
Having bots fly a few cm above the ground is better than no bots. Shame I'll never get to play it as it looks pretty.
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dONKEY Rep. 180
#6   29 May 2006
Orfi, first off great job on the level, it looks fabulous. I may pop by your server and see how it plays for real.
On the bot theme, I hear where you are coming from. I'm sure I could have got them playing; but of course it's your map and your call and that is to be respected:)
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orfi Rep. 10
#5   29 May 2006
Pasquake... the use of 1 unit botclips would cause the same problem as not using botclips. Cuz the clips would have the same shape like the terrain, only 1 unit higher. Believe me, i tried and tested every possibility for 1 week to get the bots working.
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Pasquake Rep. 110
#4   29 May 2006
orfi, use 1 unit botclip, bots will not "fly" more ovver terrain ;)
(press "1" key during mapping ;) )
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orfi Rep. 10
#3   29 May 2006
Hi,
bot support was definetely not possible. The ground and wall structures are too complex for compiling an functionable aas-file. The only way would be to make simple shaped botclips over the whole terrain, but the bots would look like they're flying a few cm above the ground.
And about the levelshot... zipped to pk3, it's smaller than a jpeg of the same quality and much faster loaded by Q3.
Btw feel free to join our TA server: 81.169.143.90:27990
;)
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v1l3 Rep. 1541
#2   29 May 2006
This map would be great if it was cut in half (taking one side out) and made into an FFA map with an .aas file. I hate to see a good map fail to be hung onto, because of bots. The ctf bots are bad enough as it is.
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dONKEY Rep. 180
#1   27 May 2006
Lovely level. The lack of bot support is very sad. I cant see any reason other than lack of time that would prevent bot play here. I have to agree with Myth, it can and really should have been done.
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