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feel the rush
feel the rush by Kaffeewunder
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InfernalGrape Rep. 10
#18   23 days ago
Attention! This map has some texture incompability that affects other maps. When i have this map installed, i get black-and-white texture placeholders instead of some textures. In "Blood Run (ztn3dm1)" i see those instead of walls that have skull torches. In "Camping Grounds (q3dm6)" it affects curved walls on the sides of plasmagun. In "Lost World (q3dm13)" - same in place between medkit and yellow armor. In "Fatal Instinct (q3tourney5)" - between quad and shotgun. Please fix.
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kokoa Rep. 119
#17   15 Sep 2013
Good playability.
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HDK! Rep. 180
#16   10 May 2012
Maravilloso del todo tipo mitologĂ­a...
9/10
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chtonicnoise Rep. 1
#15   09 May 2012
Intresting map. I kinda like it.[2]
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FragTastic Rep. 926
#14   06 Jan 2012
Intresting map. I kinda like it.
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kaffeewunder unregistered
#13   12 Sep 2011
Let me help you.
Its just a shader and you need also a normalmap , simple put "q3map_normalimage textures/blabla/blalbla_norm.tga"(insert here your texturepath to the normal) to the globalparms, and then you need first to render the lightmapstage and then the following stage with the diffuse texture, with "blendfunc GL_DST_COLOR GL_ZERO". Google can help ya, i guess its also in newer versions of the q3map2manual included.

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CZghost Rep. 1245
#12   12 Sep 2011
@Tig: OK, but how to use the bumpmap creation?
I don't know any switch with bumpmap function.
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Tig Rep. 674
#11   12 Sep 2011
@CZghost: The 'bumpmap' is used during compile to create the 'effect' of bumpmap use. It is a feature of q3map2, a custom compile tool.

It is not a standard normalmapping usage (as seen in Doom 3), but something different. Quake 3 (by default) can not do bumpmaps. My understanding is q3map2 creates the shadows (or bumpmap effect) on the lightmap during the compile using a normalmap texture. The normalmap texture is not included in the download as it is not need for Q3, because the shadow info is burned into the lightmap layer.

Hope that makes some sense.

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CZghost Rep. 1245
#10   12 Sep 2011
You've written, that there is used bumpmap on a rock and few walls.
No, there is only feel of bumpmap usage, but texture is still single.

But map is very good. I haven't felt the q3dm13 remake, but the map is great.

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fKd Rep. 242
#9   01 Aug 2011
not too bad.

Edited: 01 Aug 2011 AEST

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membrane Rep. 40
#8   28 Jul 2011
A lot of modelling went into this map :)
The combination of green and silver within the gothic setting is rather fresh on the eye so it should keep the player's interest visual-wise. A nice deal of effort went into brushwork and details of ruined architecture. Only weak points in the graphic department are the ugly teleports and somewhat washed-up lightning in some sections (mainly inside the caves).
Geometry and connectivity are sweet. The map benefits from CPMA physics with complex terrain, many small ramps and plenty of room for gaining momentum. There are also multiple height intersections and tight firing angles to keep contestants on their toes. Author had chosen the weapon locations wisely - LG placement enables for some interesting mid-air shafting of shotgun wielding jumper above the cavern beams, good control of GL can dominate the main atrium where it spawns and the absence of railgun makes plasma more useful, especially in corridors. MH and RA are on the most interesting and competitive spots on the map (maybe a bit close to each other, considering the size of the level).

My main gripe with the map are the invisible walls that are both confusing and inconsistent. They are mainly used to block players from falling into redundant and oddly placed lava. There is one by a cracked wall at the border of an arched stairway that unnaturally forces the player movement, but let projectiles pass through. Yet elsewhere, there is rather pointless hole overlooking a lava pit with Visor statue, where the invisible wall does block the projectiles and may cause player deaths due to splash damage. Another invisible barriers are used around the pillars by the RL and limit player maneuvers. Finally, on the balcony that hangs above a real crater and serves no purpose besides having a spawn point, you can fall down into the molten pool and witness a missing texture on the lower side of the platform.

2v2 TDM is tense and atmospheric while FFA matches can result in festival of parkour and bombardment. It is possible to enjoy this map in duel if you're into slower tactical play. Close combat is in balance with ranged encounters despite the generous map size (it might also work well as clan arena environment). Bots are adept at navigating the level and using cover, yet tend to flock a bit around the RA.

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CZghost Rep. 1245
#7   25 Jul 2011
From the review I've understood, that I'll feel gameplay like in Lost World - q3dm13.
How true is on that? I'll try it later, I haven't Quake 3 on laptop.
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Kaz unregistered
#6   25 Jul 2011
Excited to try this one out! Downloading...
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EmeraldTiger Rep. 1030
#5   21 Jul 2011
Ahh... my bad. :p Great work on the music track, sorry I got thing mixed up, hehe. (readme kind of misled me, not your fault btw) I like how it keeps going and going rather than coming to a stop like the official tracks.

I`m even going to download the Reason demo just cuz this map got me convinced to do so. :-)
Edited: 21 Jul 2011 AEST

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KommissarReb (SW12) Rep. 1447
#4   21 Jul 2011
Amazing. I didn't know skill like this was possible. Of course I would have to say that about many other maps.
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gooball Rep. 576
#3   19 Jul 2011
Wow. 9.5/10
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Tig Rep. 674
#2   19 Jul 2011
@Kaffeewunder: Thanks for the info! Added and update the details to the review.
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kaffewunder unregistered
#1   19 Jul 2011
actually, the song is called british forrest, and i made em =). also there is normal mapping used, for the rocks and some of the walls at least. =)

otherwise, nice review and thx :>

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