I think LvL is a superb site (one of my favourites)and I would never want to damage it in any way.
It's my nature to be humouress. I realize that the Comments section is for writing what you think of particular maps, and I frequently write sensible remarks and suggestions, but occassionally like to add some humour.
Mexx, sorry for wasting space on this page, I think your map is excellent.
I think LvL is a brilliant site, and would not like to damage it in any way.
Because who ever the fuck is using my nick please stop. Things like that just ruin good sites =(
Note: The last post (followed you advice) can you remove that or something Tig it ISNT mine.
Score:7,minus 1 for lack of brightness, plus 2 for darkness
With regard to the map, thought the layout was nicely constructed and well connected (liked the inclusion of the Teleporters, they helped increase speed of gameplay).
Normally, don't play much Capture the Flag, but surprisingly spent quite a while on this level,and enjoyed it.
The sky textures looked really awesome, and added greatly to the overall atmosphere of the map.
Score: 9, minus 2 for the lack of brightness, and plus 1 for the darkness.
Lol Steinecke 9 plus 1 for darkness..hehehehe.
And yeah you have a point there mexx it wouldn't contrast as much I guess =)
For optimal visual gameplay, this map is intended to play in a darkened room, just like most Quake maps are.
In addition, if you really have problems with the darkness, you can use alpha correction. However, the graphics are fine on my system and I play with the same settings I use for every other map.
Apart from that the layout is great. It really a looooong way to make it from base to base. If the defenders is well organized with an innner and outer defense the carrier is going to need that medkit...
8 minus 1 for the darkness gives a 7...
And Steinecke...I'm not saying I have a great card or anything (I wish) but nah, this map just IS dark. You tried it yet? Because it is =)
www.Informatik.Uni.../q3mexxctf1.zip
Thanks for your comments!
Few things though. Both bases are very dark compared to most other maps, and yes Tig is SO right the blues have a major advantage there.
The main area wasn't so much too big as too simple, there was really only an RG. This map felt like it should have a powerup, that could work in center, or maybe a Megahealth?
Now that I've said that it needs a powerup: The medkit was actually too good here. It made for an almost certain capture with the teleporters...maybe put the megahealth there?
Finally: Two teleporters in each base? One would be enough considering they get you out of the base, that way a single guy could (possible) stop you from getting at it. =)
8 outa 10, nice job but a few things and then it's great!
Cyas! Octovus
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