Just add bot support and an .arena file to this level and it will be to my liking.
Wanna make it even more fun?
Get Challenge ProMode!!!
yeh it looks a bit borin but it plays so well its inspired me to make a map, and has showed me that agood map does need to b fancy in the look dept.
The oldones like me ;)) Dont look at the map in the same angel, i see the good fast exiting gameplay. What i want to say is that this map ait so nice in textures and so on, but who cares? The opponent is fully visible and the gameplay ROCKS thats the important thing when making a DUEL map.. Thats my word. And for last, Jude YOU ROCK SO HARD :) Keep up the good work,.
BlueBlood out.
GREAT WORK Jude :)
Indigo
I mean the compiled delphi version.
If u can give me a link or just send the file to pyzak@juno.com I would be grateful :)
Oh and gimme a demo of Python playing on it! hehe
Yes, Wicked was also a quake2 map i did. This map was basically re-done with the q3 texture set. I took out the water because large areas of water really hinder the flow, and that's not what duel is about :)
I should have another q3 duel map coming up. Iv'e taken in alot of advice on duel maps, and hopefully i can come up with something even better..
Dru - no probs at all, i wasn't having a go at all, just explaining my thoughs on curves.
Druel
www.quakeheads.com
The mechanics of the level are ok, im not one for the fixed1 super connected atriums myself.. but alot of others aer so i'll shut-up =p.
I have to agree with tig re: the over hang. maybe go in 128 units from the stairs and raise the over hang 64units?
The curves/fps issue is a hottie by the looks of things =) My clan mate pointed out to me after i gave q3a a huge slagging on its performance re: that it may suck now just like q2 did when it was out but as the quality of the systems in homes rises so to will q3's performance. So i think a side point from those wishing ppl did use the new features more is that in future when systems can run q3a with full detail then older maps without curves (to help the fps situation now) will look just that.
Anyway, the layout is pretty cool, havent played it myself. thin wall near the rl destroys the feel a bit there. the map like alot of stuff coming out has good potential if you choose to 'do it up' like ids fps killers (hehe) if you did decided to, you might want to put an extra 16 - 48 unint into the ceiling/floor between the top and middle levels.
im a bit unsure on the pt. whats the deal with pt's in duels guys? good bad.. ugly? =)
g/l with your next effort, and get stuck into Q3R
You want sexy ?
Go to www.laetitiacasta.com
Another reason i didn't put curves in (i could have found places that curves would have been effective yes, but that's not the point) was that map is designed to be a duel map and to me, that means that frame rate is important. For example, on q3dm5, i can stand next to the RA and look back towards the plasmagun/YA and my frame rate drops to <40 (i have a P2-450/V3 3000 - dont start a 3dfx v Nvidia war, this is not the place). I am hard pressed to find a place on this map where my frames drop below 100 (Vertex lighting @ 800x600) and to me, this is more important (but not critical) than having mirrors, curves and other CPU intensive effects. Don't get me wrong, they DO have their place, i just dont think that your missing anything by there being no curves in MY map.
Of course, you could be exactly the opposite, prefer lots of curves, mirrors etc at any performance cost. To these people i say great - i'm sure there's people out there that love putting those types of effects in. I'm just not one.
Just a side note, apologies for the bot file being out of date. It's fairly trivial to create another, but if you dont know how to do it, or cant do it, let me know and i will email you one. I'm also looking into fixing the overhang thing. Strange, i'm not bothered by it all :/
X-Files - If Tig has a bad way of checking out maps, is probably because 99% of all q3a custom maps are below par on quality.
Just my opinions.
Cuz Tigger-On has a negative way to review maps. Like what kind of stupid comment is this : "theres no curves" and dont give me this observation bullCrap. Geez, like 90% of the maps in here are bad, give me a break!
i personnaly think Tig has a bad way of checking out maps.
Tell us how you do it Tig?
do you check for new technologie stuff first , like curves , cool textures mixes , nice design rooms or do you start off by checking out if the map has potential in Gameplay?
nice.
Cheers
-Neville Mc Neville - the Level Devil
Just one other thing, this map is designed to be a duel map.. not DM or Team - another half reason to have little or no curves.
Loading...
Search for a map.
Results will appear here.