Graphically, reminds me of more than a few fine Quake 2 maps I've played in the past ( before I deleted it that is :) )
Maybe that's the main thing lacking here IMO, the visual appeal that we enjoy in Quake 3; perhaps a bit more attention to architecture would benefit the map as a whole, though not at the cost of frames.
Good map, gets an 8 from me.
-gameplay, connectivity (despite the size)
-great visuals
-...and more.
My only grippe is that the bots seem to congregate in one area.
my rating: 8.5, upped to a 9!
As for the Gamespy network, I can't believe how a network with so much quality can be so sloppy with it's connection to the web. I can't count the number of times FilePlanet as been fked up in the past WEEK !!!
Tig: The site IS slow today BTW. Really slow. Also, would it be possible to get .5's into the scores sometime in the future? I find myself wanting to give 7.5's or 8.5's quite often.
Steinecke - if you notcied, your B Class is the same each time, but your A Class has changed, true. Mandog and I are working on something a bit better than ip# it should be ready soon.
We are also working on a few other changes, but this has nothing to do with the map - which I still think is great for 7+ player games.
keep it up man, this map rox!!
however item placement looks kind of weird sometimes.
i'll give it a 6 or 7.
Reworking this map for zwigglies?? I don't know.. is it worth your re-downloading?
-Natestah
And i just look at the screen and i can tell how much this map really doesn't have any detail, the 'rocky' cliff up by the sky is completly flat! and if this did go thru the beta section, then nobody helped him at all if there are noticable 'z-fighting' errors. hell, you should look thru your own map to find those.
ill give it a 6
May I remind you you even tho q2 has its flaws, it was also a great tactical game. Q3:A combines the speed of q1 and the tactical influence from Q2 into itself, and I see no problem with a level being "Q2ish".
The flickering textures is indeed irritating and I hope that Nathan reworks the level after these comments.
I'm missing your mostly constructing criticism here
I really like those overlapping textures, it's this kind of flickering, which makes me
horny.
Maybe, this map looks ok on a graphicsboard made of wood.
The reviewer should invest in some technical development, wich would make him able, to make a more useful decision on the way a new map looks.
Another prblem,Mr Tigger: I need five more ip-numbers (for Steinecke, Lord Stephen Stonecorner, undeaDDisney, Quadaffi, Shirley 'Headshot' Quadmuffin). They promised me, never -NEVER! to place useless crap on a comments-page!
The over use of the same wall stone really detracts from the aesthetic appeal of this, and it looks rather bland. Could have been so much better looking if designer had used a greater variation of textures.
Giving this one a score of 7
Bots didn't move around enough, health was somewhat scarce..but J Law has a good point, I'll give this one another go in TDM.
Didn't happen to turn my crank
(Note I did say in my previous comment "But hey, I can see how people could really like it =)")
First of all, it looks bland. The Dm6 textures just don't transfer well imho. But more importantly, the weapon placement was kind of off. Pg in basement, rg in sniping post that no one ever walked by, at least not bots, and (kill me if I'm wrong) no gl. This map is BEGGING for a gl. (Sorry if there is one, neither bots nor I found it)
The rl was well placed, quad was too, but the organic mouth brush was just out of place in this level. I did like the little wall insets featuring pipes (spewing lava and whatnot)
Just a little big, and none too bot friendly from what I saw. But hey, I can see how people could really like it =)
6 outa 10
L8rs! Octovus
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