Wakey, Thank you for directing me to this map (from your response to my comment about your map, Winternacht & Sommergewitter) as I do, most assuredly, esteem maps with such realism. Some of the inaccessible doors were so convincing that I also found myself wanting to gain entry. I also really appreciate the sky box with one of Uranus' moons, I believe it's Ariel, as it seems to help the ambiance of the arena and the apportionment of detail. I hope that you continue to design more maps because you show so much skill; I wanted to offer some small suggestions that might serve as an insight into what many players are looking for in maps and how they often judge them. Here are some basic guidelines that may serve as a rough framework for designing and assessing maps:
- Originality (How unique is the map, including new textures, sounds, design, theme, special features, etc.?)
- Ambience (How immersing and convincing is the pervading atmosphere?)
- Game play (Does the map lend itself to playability? Is basic Quake 3A supported and/or one or more diverse game types and or mods including, but not limited to Team Arena, De-frag, CTF, RA, and CPMA?)
- Realism (Is the environment believable, how much detail and diversity of elements does it contain, i.e. plants water features, fog, rain, landscape, convincing architecture, etc.?)
- Bot Play (Are bots supported, are there sensible area(s) where they might camp and how well do they emulate the actions and the intelligence of a human opponent?)
- Technical Issues (Are there any significant errors that affect any aspect of the proper functioning of the map or one or more of its components?)
- Weapon, ammo, health, and item complement and placement (Do the included items and their placement and/or rotation facilitate or hinder game play?)
- Staying Power (Does the map continue to be a relished diversion after long term game play; is it worth keeping and does it compel one to play it frequently?)
- Basic Functioning (Does the map zip correctly to the baseq3, does it appear in the menu and work properly and at an acceptable frame rate such that most reasonably up to date systems can run it well?)
10) Overall impression (Does it have that WOW factor, what is one’s gut feeling after playing the map? Here is where we find the intangible element(s) that influence our judgment of the map.)
11) Lighting (Does the Lighting accentuate the look and feel of the map without affecting the game play too adversely. If the lack luminosity was specifically intended as an influence to employ a unique strategy in the game, was that fact conveyed in the read me file and was it apparent that play with bots was adequately considered and addressed?)
12) Scale (Was the map designed to the correct scale or was it used effectively as an intended feature of the map?)
Please do not infer that any of the above criteria are sorely lacking in this map, I simply wanted to be as inclusive as possible and I trust that you will take my advice in the spirit of goodwill in which it was intended. I also realize that often where an author strays from these guidelines the gift of artistic license may often take over with miraculous results. I appreciate your existing contributions to Quake 3 and anticipate the opportunity to see more from you in the, hopefully, not too distant future.
(I almost neglected to ask where I may download the version with music)
Where may I download the version with music? ;)
Edited: 07 Mar 2010 AEST
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