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SQ3CTF1-Spacial Redux 2026
Steveo

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HelterSkeleton
2 Jul 2026 #4
@Steveo :
I feel misunderstood, and my work doesn’t seem meaningful here. I’m not planning on making more content. I hope some people enjoyed it.

I hope the previous comment I made has not made you feel that way Steveo. I was paying you a huge complement because space ctfs are really hard to pull off right. I was only expressing what I discovered and what I found interesting about the original compared to this one. (Just to clarify: my thoughts on the barrier at the RA being removed makes the RA harder to pick-up for that combo because it can be sniped and easier for flag carriers to make quadded runs between the flags in the original).

Can I please suggest and encourage if you feel misunderstood to share your intentions in the comments section. This is what they have always meant to be for: dialogue and constructive criticism even if it doesn't always seem that way. For what it is worth: I understood from the readme file these levels were passion projects you wanted to see to completion and I was not providing any commentary on the understanding that you would be making more maps. My comment was only here because you invited the comparison, and I thought the levels were interesting enough for it, otherwise I wouldn't have said anything. But I would love to hear your thoughts on the project if you have anything else to share.

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Steveo
2 Jul 2026 #3
I feel misunderstood, and my work doesn’t seem meaningful here. I’m not planning on making more content. I hope some people enjoyed it.
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HelterSkeleton
1 Jul 2026 #2
the redux fixes some issues with the original but for me loses some key components that make the original great. Clearly there is an aesthetic update and the addition of trim to the platforms to reduce fallout. I felt like the need for additional trim was minimal (and having the health brought in a little closer from the corners edges would have sufficed. I was actually pleasantly surprised (based on just viewing the screenshots) as to what a classic space-CTF layout you had managed to achieve (think Q3A/TA base stock) with simple pad routing between bases and upper and lower platforms to break it up. What I really thought was amazing and creative and really well thought out, in the original, was setting up RA/MH/Quad combos for potential fast caps between the 2 bases being tracked by Rail gunners up top. I really miss this here. With respect to the original there were some minor fixes that could have really fine-tuned these short routes (like obtaining the MH when jumping across the gap to and from the RA and removing the barriers there) and lengthening the bottom centre platform to land when taking the longer routes with the flag (many players, including flag carriers are weighted in different CTF mods shortening their jump distances/heights). Interestingly, and I am not sure if this was the original intention, this forced the use of the RA/MH/Quad set-up and the short/quick routes. But I really thought all that was a rather clever set-up for a space CTF in the original.
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Steveo
30 Jun 2026 #1
This is a huge improvement over the original 2005 release. The original version is still available here for anyone who wants to compare it directly. www.moddb.com/mods...sq3ctf1-classic
Edited 30 seconds after the original posting.
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sq3ctf1_redux.zip, 8.35 MiB
PK3 date:
5 Jun 2026
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