Reaping Flesh
Reaping Flesh by Dave Waters
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raspatan Rep. 4660
#36   21 Jul 2021
Agree with HS. An enjoyable map with excellent connectivity. Perhaps a beta testing (assuming it didn't have one) would have helped to turn this into a superb map. LG area is too narrow (no reason why that area couldn't have been expanded). More armor would be good too. And perhaps a bit of more colour. It's too red. I loved the "moving platforms" in the LG room's wall. Nice design detail.
With some improvements this could have been a top tourney (or small FFA) map.
Edited 12.12 hours after the original posting.
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HelterSkeleton Rep. 6751
#35   04 Jun 2021
my main problems are design and item related: the rescaled bouncepad to access the LG being the biggest one; all really out of place and the area could have been made larger. The lack of a gl (useful for all those pads and perches above entrances) and another ya. I did really like the connectivity between the rooms however - made for enjoyable games.
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Roger unregistered
#34   12 Jun 2000
The latest version of rwg_botai largely cures the bot play problems with this map (and lots of others). Essential. Get it at : www.quotientsystems.com/q3

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Steinecke unregistered
#33   09 Jun 2000
Wow! 177 objects? I didn't knew there are so many good maps, models, skins around ?!? In my baseq I have 60 files. If I find something new, I throw out the worst of the old stuff. So I have, for example, never more than 25 maps, cause I exchange the weakest of them again and again -insteed of accumulating.
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RedDragon unregistered
#32   08 Jun 2000
I got MapMan so don't need to worry bout it anymore. Nice software to manage your maps.
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RedDragon unregistered
#31   07 Jun 2000
I gave your suggestion a try but, no go. I also noticed some of the other maps are not showing or are not loading correctly. Like the JapanDM wil not show but the JapanCtf will.

Could I have to many maps?

I have 177 objects in baseQ.

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Steinecke unregistered
#30   06 Jun 2000
The maps arena-file is ok, but try this:

======windows only======

Copy this to a texteditor):

{

map "3dcondm1"

longname "Reaping Flesh"

bots "uriel"

fraglimit

type "ffa tourney"

}

You can add or replace maps.

File needs to be named <your name>.arena and to be saved to a folder c:/scripts; zip up folder with directory structure as <yourname>.zip; change extension to .pk3

(This is a condensed version of LVL's script.)

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RedDragon unregistered
#29   04 Jun 2000
I like the map. But cannot get it to show in the map browser, I even looked over the .arena file and it looks right but I am more of a player not an editor. Any help on this?
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Joseph Stalin unregistered
#28   03 Jun 2000
Actually, if there is anyone who thinks like a bot - that would have to be me. And I can prove it ;-)
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Steinecke unregistered
#27   03 Jun 2000
This map is really ok; there is just one (bot-)problem wih one jumppad!
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sUx0r unregistered
#26   03 Jun 2000
m4n +h1s sU(ks! d4v3 n33ds 2 1mpr0ve!
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rockN79 unregistered
#25   03 Jun 2000
Additionally you can try this:

bot_testsolid 1

(Cheats must be enabled)

In the upper left corner either "Empty Area" or "Solid Area" will be displayed.

As important as this is, you should also try if a bot is able to reach every item.

Tell the bot in teamplay to get certain items you want to test.

In one of my maps a bot would follow me up to a platform, where I had placed a regeneration. But it wouldn't go there if I told it to do so.

If bots don't know how to get to a certain item, they just stand still.

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Steinecke unregistered
#24   03 Jun 2000
I think it's possible to test a map for botplay completely in this way.
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Steinecke unregistered
#23   03 Jun 2000
All I think is: a few people should read the Manual before fooling around with Radiant:

'Testing .AAS files

Solid Areas

A solid area in the map is an area that looks empty to the human player, but is solid, like a wall, to a bot player. One of the easiest ways to test the AAS file for solid areas is to load the map in Quake III Arena in teamplay mode (type /set g_gametype 3 on the console before loading the map). Enter a team and add a bot to your team. Use the team order menu (by default bound to the F3 key) to command the bot to follow you. Walk around the map and see if the bot is able to follow you everywhere. If a bot stops at any point, it may have encountered an area of the map that appears to be unblocked to you, but to the bot, it is like it has encountered a solid wall.'

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Haccess unregistered
#22   02 Jun 2000
For those of you concerned with bots, go to lakerbot.q3seek.com

Haccess <~ Lakerbot fanboy

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not entered unregistered
#21   02 Jun 2000
RockN79, you also need to change these options back to their original settings when you want to use the internet, otherwise you'll have problems loading pages.

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not entered unregistered
#20   02 Jun 2000
Only kidding you RockN79. My ping is not great either, so I often play with Bots myself, especially Hunter as she really likes me.

RockN79, I presume you have followed the advice at the back of the manual about configuring your modem to help lower ping rates and lag, eg - turn off flow control, error detection, and software compression. If you haven't already done this I can advise you what to do; following this advice helped improve my multiplayer killing sprees.

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Steinecke unregistered
#19   02 Jun 2000
As much as I know, Germany is the biggest market for computergames outside the USA. More maps then you all know are made by german mappers. To hardcore-gamers QIIIA is a important thing, here.

If all the european 'high-ping-bastards' start to give interesting scores to maps, wich have a destroyed botplay, you all would be more interested on this problem...

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rockN79 unregistered
#18   02 Jun 2000
Thanks for letting me know...

I am very much into this bot stuff, because as Steinecke I am from germany, I am on a 56k and usually ping at around 350.

Believe me, I don't play that much online.

Maybe if I had a LAN at home or a nice private server on a damn fast connection, I wouldn't care about bot play either.

On the other hand, I feel what I posted is true in some parts.

As the engine has limitations that make you build levels in a vis friendly way, which often makes you think much harder about how you make a special corridor, bots have also some limitations that can actually help you. I found that vis friendly solutions for connecting rooms are also more fun. Same holds true for some bot friendly solutions.

Example: On space maps where bots show suicidal tendencies, human players usually also die a lot in the "wrong place".

btw, not entered, I don't have a problem with this map.

And Dave: I know how hard it is to change from Worldcraft to Q3radiant. I did my very first mapping steps in Worldcraft, and Q3radiant is different. Was hitting wrong keys all the time.

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not entered unregistered
#17   02 Jun 2000
Sorry to break the news to you RockN79, but the reason you're having problems with this map, is because you're only a bot who thinks he is a human being.
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Dave unregistered
#16   01 Jun 2000
rockN79....so you are saying you think like a bot ? LOL...just kidding. I really had no idea bot play was so important to everyone, and since I made the map for human tourney's I didn't worry much about it. All I can say is I will make sure my next map is more bot-friendly. Please try to remember that Reaping Flesh is my first Q3 release and learning Q3radient was tough enough, since I've used nothing but Worldcraft for the last 3 years. I know the problems with this first release so things can only improve from here. Thanks everyone for the feedback !

Dave,

www.planethalflife...3dconstruction/

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rockN79 unregistered
#15   01 Jun 2000
I agree with Steinecke about the bots. I often noticed that when bots had problems with certain spots, these spots were also "bad" for human players. After changing it into a more bot-friendly place, I , as a human, also found the place to be better playable.

This is related to the size-limits the bot compile tool (bspc) uses to determine areas/reachability in maps.

Example: -bots don't step out of the water, if the water-surface is more than 16 units lower than the ground. lower tha water surface only a bit and while it is still possible for a human player to get out, it's damn annoying hard.

(you will find more info on bot limitations in the q3radiant manual)

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Steinecke unregistered
#14   01 Jun 2000
I'm using bots on hardcore ore (sometimes) nightmare. I know, bots are different to each other, but I#m not a scientist, to find out the best bot for every map, I'm testing.
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Steinecke unregistered
#13   01 Jun 2000
Should be more complete:

-Bots tend to be addicted to teleporters; in-and-out-in...etc.

-Bots are completely unable to deal with 'deatfog-' or 'water-teleporters'.

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Steinecke unregistered
#12   01 Jun 2000
Bot-problems are caused by:

-Items, powerups, weapons placed in a way, bots cannot reach. My reaction is not going for the stuff, too. If possible.

  • Most annoying, often happening, jumppads, not correctly adjusted, changing bots into ducks.
-Strange spots, making bots jump into death like lemmings.

-Lava often irritates them. In most cases they reaction is being 'frozen'.

-Traps or secrets, bots do not understand. (hidden doors, hidden things, etc).

Look at Addiction: bots are unable to reach rocketlauncher. Look at their reaction. By a few inches this map (as wonderful it is -becames useless for botplay. And now, take one single bot, look what happens on this jumppad: the bad adjustment ruins your (beautiful) map for botplay.

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Steinecke unregistered
#11   01 Jun 2000
And the feeling of beng hunted or being the hunter in a mid-sized map is much more interesting (to me) than playing the butcher and firing a rocket into a bunch of opponents, anyway.
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Steinecke unregistered
#10   01 Jun 2000
Hello Dave! You're wrong. The bots go on not too bad; it's only one special jumppad causing the real problem. It's an elegant to test a map by using only one undisturbed bot. They are like humans: the more off them -the more braindead. Thats a good reason to prefer tourney for botplay: a bunch off them, and they tend to forget about powerups and are gathering in one place as a mass. You know, here in Germany like many european countries, we a 'high-ping-bastards', so we're very interested in botplay. And... at the end: many maps become useless without a server offering them/ without a Lan. In many cases I sa, too, one thing: if bots have big problems to use a map, human players suck,too. Look at EA-Meat's useless poser-maps.
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Psychodelic unregistered
#9   31 May 2000
The looks on this map impressed me. Somehow, this map remembers me from playing multiplayer Quake. Maybe for the layout and size, I think. I really like the texture use, specially architecture, this map has a very original look and doesn't have the same boring castle architecture. The only downs I have for this map were the damn bots liking too much the jumpad leading to the PG. And some corridors that felt cramped. Anyway, I give it an 8 :o)
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Dave unregistered
#8   31 May 2000
The map is designed for Human players.....sorry the bots don't like it too much.
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OozE unregistered
#7   31 May 2000
I'm sorry but the pinkish, bland overused coloring of this map makes the walls blend into one another and is vomititious. I don't care how great the gameplay is or isn't, the coloring is an eye-sore and I won't touch it.
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Steinecke unregistered
#6   31 May 2000
Map is completely useless for tournament with bots. (Cause the one jumppad the use to jump until You kill them; I guess, that's the reason some people like it: on this map everyone can be victorious.)
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not entered unregistered
#5   30 May 2000
Very nice looking map.
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Snotman unregistered
#4   30 May 2000
I had great fun playing Doom on Nightmare while beta-testing this level for Dave. Doom used the whole level and was constantly surprising me from behind, usually with a rail to the back of the head! Great design, texturing, and fun gameplay make this map a must for tournament fans!
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RedFive unregistered
#3   30 May 2000
I've had this one for a while. It's pretty good looking but I must say that bots have a tendency to pay regular visits to the Lava God !!! But the best bots are those who use the shotgun; these can be bastards. Anyways, control the MH and you control the map, providing your aim is good enough to hit the broadside of a barn from the inside !!! :)
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Steinecke unregistered
#2   30 May 2000
Looks beautiful. Botplay is bad. The simulated people get addicted to one of the jumpads, until simulated death cures them. This problem could have been fixed, but wasn't. 4.
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rockN79 unregistered
#1   30 May 2000
I really enjoyed playing this map. The look doesn't jump in your face, if you know what I mean. I like that.
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