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12 Months
Fjoggs

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sedawkgrep
8 Mar 2026 #6
Well, playing 1v1 non-CPM (but OSP) works ok. The map definitely has its frustrations, with the quad being probably the biggest of them. I could see this being more fun 2v2 for sure.
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HelterSkeleton
13 Dec 2020 #5
@ Raspatan, I appreciate where you are coming from but I don't agree with you at all. The entire game play which is designed for cpm 2 v 2 is all about controlling, and timing the contol of the main atrium, in time for the quad spawn. Everything is hard to control in this room: the armour, the LG, the quad, and even the MH. As a room it looks over weighted in terms of item placement but for me the other areas are perfectly weighted for the down team to stage a comeback. The upper areas, while not actually constituing an officaial area, serve a specific role. You can either hide here until a powerful item spawns or you can make a surprise attack from here when someone comes for an item spawn. i never really report this stuff in reviews now. People complain that I write too much, so I just don't report anything in my reviews that should be obvious to a seasoned player. Thats partly why I never reported the trivial factoid that Emerald pointed out in the comments. It's interesting, but it is in the read me, that everyone has access to, so I never think those things are worth repeating just for the sake of padding out a review. I know that might seem a bit harsh, but i could put it into words precisely because it is part of my reasoning process.
Edited 8.9 minutes after the original posting.
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EmeraldTiger
12 Dec 2020 #4
Another great map getting the spotlight it deserves on ..::LvL. I really like the more calm, serene, and subdued gothic style employed in this map, compared to the dark and gritty QuakeWorld style maps or the bright and vibrant Quake 3 style gothic maps.

An interesting piece of trivia: This map's name is based on the fact that Fjoggs, the author, spent a year (12 months) in the army (home on leave) between 2006-2007, and had started work on this map during that time.

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raspatan
12 Dec 2020 #3
@HS I meant a third level, above the others. For instance, to place the MH, which is just too easy to get.
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HelterSkeleton
11 Dec 2020 #2
@Tig. that was a great suggestion for improving bot play. There are many things you can enable/disable in the console menu, so I just review them as the author presents and intends them. It certainly renders that area, and the item weighting in that room, pointless when controlling that item spawn.

@Raspatan: it's really not intended for VQ3 at all. And because the quad is so powerful, and this map is so small, it is intended to be a high risk item to pick up. Many levels employ the strategy of placing high reward items (Quad, Regen, RA, RG etc.) in risky pick-up locations. There is actually an additional level in the main atrium. You can double jump, or rocket jump, up to the wall trim and archway(?) above the staircase [to the right; not pictured] and around the columns.
Edited 1.13 minutes after the original posting.

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raspatan
11 Dec 2020 #1
Cool textures and nice design (although main room could have had an extra level form further verticality). As a VQ3 player, it is not that fun though. Which was the point of such VQ3 unfriendly quad spot?
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Theme:
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6 comments (203 days ago)
Ranked:
Downloads:
256 & 362 LiveViews (daily avg. 0.29)
File:
fjo3dm1.zip, 3.7 MiB
PK3 date:
21 Nov 2007
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