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@Tig :
@[b.i.o]UX-3000 : You can make a patch file (for personal or public use) without ever editing the original PK3. Quake 3 has been designed this way. Some details can be found...
ok. it will be needing more testing
Edited 16.75 minutes after the original posting.
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Thank you for the comments UX-3000! Yeah, I take care of making the maps bot-friendly since I'm a botmatcher myself, and I believe maps should be enjoyable both online and offline.
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I FOUND OUT THE PROBLEM WITH THE MISSING TEXTURES! By randomly testing the map in a clean (non-dev) install with ioquake3.
I'll make a patch with the missing textures. Not sure why those escaped from me.
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Tig Rep. 2942
#7 62 hrs ago
@[b.i.o]UX-3000 : You can make a patch file (for personal or public use) without ever editing the original PK3. Quake 3 has been designed this way. Some details can be found here:
lvlworld.com/thread/260/0Short version: You should be able to make most changes you want to a map without editing the original PK3.
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I apologize to the author for modifying the map's arena file for testing purposes—though I’ve actually created a new bot configuration for various game modes (1v1, DM, TDM, FFA). I tested Crash-X on a bunch of maps; while it really shone on the compact "Cross of Pain" and large maps like "Man0Man," "Q3DM17+," and "Q3DM17++," I feel the new bot setup works even better on "The Deck (Q3 Edition)" than it did on "Man0Man." From my perspective as a player of UT99, Q3A, UT2k3, UT2k4, and UT3, the map offers great replayability.
By the way, the rather beautiful and rare map Mu.innellim by Charon also features three types of custom bots created by the author himself. I’m already rubbing my hands—like a grasshopper or a fly—in anticipation, wondering if the third type of bot on Charon's base is also a "Crash" variant that he’s reworked in the same way. I’m thinking of learning from Charon and refining my own settings even further)
Edited 13.5 minutes after the original posting.
Edited 14.9 minutes after the original posting.
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In my opinion, this is the most enjoyable "Deck"-style map (and it’s quite large, too)—and I’ve seen two or three different versions for Q3A and countless others for UT99, UT2004, and UT3. I did put some extra effort into the bots, though: I used the set from the "Man0Man" map and created a custom bot based on them called Crash-X (a significantly buffed and more agile version of Crash). It was a really great experience; once the action heated up, the map's size and its alternate routes really came into play. In my version, Crash-X played better with the BFG and Railgun than the bots using the Xaero_c.c config did. The map has good bot paths, and they frequently grabbed the BFG and Shield. The intensity of the gameplay was on par with—or in some ways even better than—the original Deck map for UT99, though with the added factors of buffed bots and Crash’s fondness for the BFG. I also liked that the bots would occasionally grab the Quad Damage—and I could often snag it myself—which added to the dynamic flow. There were even a couple of instances where the bots and I secured the Quad and Shield at the exact same time!
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Also, the reviewer of the map forgot to mention that it comes with a custom BGM. 😁
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Thank you Helter! I actually did a lot of mapping for OpenArena, you can actually see my work in 0.8.8: all the maps that start with
am_ (sans am_spacecont, that's based on another original work) plus oa_reptctf11 (original work but based off another infamous map), I did them.
I also (still shameless plug) have most of my work uploaded to moddb here:
www.moddb.com/memb...n-knight/addons
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a very respectful rendering of the original source material that demonstrates mastery of mapmaking skills and polish. I would like to see the author's aesthetic sensibilities directed toward original material. If you are looking for an attractive version of the deck, I would recommend giving it a whirl.
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Thank you for the review! And yeah, I wish I could have done so much more with the level! Damn real life, always taking priority over everything else, lol!
I wasn't particularly pleased with the lighting (too washed out), and some areas of the level needed more work as well.
But at least it's a release, I guess.
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