what the hell kinda jump whatevers are those supposed to be. and i hope to god that he didnt put another brush through it to give it effect, but thats what it looked like he was trying to do....came out horruble though.
i like the metal floor thing that u can fall off into the water though but thats about it.
oh yeah and when the map was done loading.. i spawned right were the levelshot was taken so that was pretty cool.
(5)
and using the rusted floor texture as the jump pad was a bad idea... gets confusing... dunno if its a weapon spot or the jump..
everything else looks clean and smooth
The standards have increased; Q3A and the new Radiant are out for a while! I'm tired t o see the same mediocre stuff again and again! Some people are just unable to learn and to increase their abilities. And this ... how can I subscribe it... this very very very strange idea of those very strange jumppads of 'Kken'... -What stuff was this maps creator smokin' to develop this very very very strange - very strange idea?????
flicking = flickering.
Impressions so far:
The good
Nice architecure. Love the steel sections like around the mega. Frame rate was solid as well.
Connectivity is very good. When you hear where your opponent is (in the water for the 50 health as an example) you can get to him in just a couple of seconds.
Weapon and item placement is pretty good. Didn't like where the rail was though.
I liked the long fall to the water instead of just a generic void. Nice touch.
The bad
It is a little on the dark side. I like maps with light and dark areas for contrast but overall this one is just a hair dark. Not so dark that it annoys the hell out of you but it's noticable.
Bots love to fall in that pit.
The top floor needs some extra clip brushes. You can RJ from in front of the fence to the ceiling on the other side, then jump back onto the metal section across from it.
I don't see any jump pads at all. Steinecke says they were flicking but I don't see anything but a damaged metal texture where the jump pads are supposed to be. I don't know if that was done on purpose or what but I would have preffered the jump pads be there. The light they give off would have helped a little.
I'll score it after I get a chance to play it some more (hopefully against a human).
The jumppads are really damaged; not only the flickering (visible for a moment/ invisible the next)... -they are just a perfect way for this ugly map to do autodestruction.
Forget about this map!
7/10
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