No f*ing place to hide here and I´ve playing it for months.
Excellent work ;.)
BTW does this mod D2F have a homepage? Id love to see it.
I really like it.
It's way too small, and it made me feel like a hamster running
on a wheel . It felt too constricting. The textures and layout are very nice . The atmosphere is pretty good as well.
I'd love to see a simliarly themed map , maybe about 5 times bigger....
I will start studying to be an Architect at the University in Budapest. So this is the end of my mapping career ;)
My only gripe is that there's a couple of places where a clip brush would prevent you from getting hung up slightly here and there (which is important when you're running backwards) and if I were to be really anal, the lighting is a little weird, but who cares. It plays outstanding.
I'd say this is a top three tourney map easily out of what's on this list. Addict, Blood Run and Lost Forever. Not bad company there Kodiak. ;)
I really don't think the voting abuse is much of a problem. The great maps usually make their way to the top tens while the not so great maps that pop up in the top tens from time to time usually fade out within a few days. It all equals out in the end. This map is a good example.
keep it up
It's wonderful. I like it with two bots on hardcore. There has been a wave of small, fast maps and several have been good but I think I like this one the best.
There are a lot of little fun strategy scenario's with weapon placement and path intersections packed in here. We should all hope to be able to pump out quality like this consistently. I don't think a stick of this map is wasted.
Anyhow, the main drawback I saw was that it was still slightly tight in some places, and I got hung up on some geometry (although he cleverly left some wall details non-solid to alleviate this.) That's about it, though, I think.
Great job: 9/10
Another reason I think people do this is that they take it upon themselves to "school" the rest of us with these low votes.
What I mean is that they think, in their "infinite wisdom", that the score that others have given the map is "too high," so they vote "0" to drastically reduce the score to what they think it should be. I've seen people even state explicitly that this is what they are doing. What a shame.
One good thing about the voting on LvL is that you only get one vote per week, 3 votes max. Even the biggest crank is not likely to come back a week later just to vote again. Its a little worse at Spankenstein's Reliquary, where a single voter can do massive damage by voting twice in succession with no waiting period. So a map that has a 9 after 10 votes will suddenly have a 7.6 after 12. It's a good way to stifle the rise of a map, because people will be less likely to download it and vote further. I've seen this happen, too, where a map starts out with a decent score after a few votes, and then the bomb hits. Then there's hardly any voting for a while until someone gets a clue.
I suppose you could make the argument that everyone gets bum votes like this, so ultimately it doesn't matter. The scores are all relative to each other, not absolute. This may be true, but still I think the quality of the discusion would be a lot better if there were some way to discourage this behavior. If there isn't I guess its not life-and-death, so we'll just have to live with it. But its "worth a closer look" as Tigger would say. :)
I am also beginning to suspect that there are more sinister motives behind such an act, and think that vote sabotage is definitely going on.
I hope Tigger can devise a suitable method for preventing this (maybe from your ideas), as it must be disappointing for the mapper to be treated so unfairly, after having spent the time and effort to create a level for the Quake community to enjoy.
I think unless the person who cast this vote can give good reason for his low opinion of the map, the score he posted should be removed by Tigger. Otherwise LVL's credibility is being compromised; through no fault of there own, but because people wish to maliciously tamper with scoring.
But I sometimes think these low voters are jealous or something and just can't stand to see someone succeed above them. Is there "vote sabotage" going on here?
You know, it would be cool if there was a registration system that:
1) Forced people to log in with usernames and passwords.
2) Id an ip / id check to make sure the same person from the same system doesn't have two aliases.
3) Force every vote to be disclosed with the person's name.
This way, the board could police itself better, and cranks who go around voting "0" all the time would be exposed.
I am continually amazed at how TOTALLY LAME some people can be.
It is too bad someone gave the map a 0 and didnt explain why...
Styx: it is the best compliment :)
I dare to say that if this map was in the original ID release it would have been the DM4 for Q3.
....and that's just the best compliment you can ever give to a mapper.
10/10....of course :-)
Id should be working for Kodiak!
Q1 and (ugh) Q2 maps are better for play ATM. But we have to remember, it takes about 6-8 monthes after a game is released to see the real quality in custom maps. All the people obsessed with only prettiness won't go away, but will become the miniority as people relieze how much fun and atmosphere can be created with Q3A.
What does the above statement have to do with this map.....sweet FA Im afraid... ..I am speechless....a 10 :-)
re: Sarge (A Bot)
I agree. Kodiak DOES deserve a GF. He's made one fantastic piece of work. This outshines just about ANY level I have seen reviewed here.
<shakes Kodiak's hand>
Yep I did notice in the readme that this level was constructed on a system with a 3DFX-based card (ACK!).
Nevertheless, if anyone read the articles at Challenge-World regarding "Where are the Mappers?" they'll understand the state our q3 mapping community is in.
(imho)The maps for q1/q2 are at a much higher state of evolvement (in terms of mappers' knowledge of the engine, and their tools. Yes I speak as a mapper myself - and no, I havent released one for q3... yet).
I do think that q3 mappers have it tough right now. We're trying to create levels for a community in which the expectations are high, riding coatails of the brilliance that mappers for q1/q2 are setting. I still feel that it's early days for Quake III Arena, custom-maps-wise.
Unfortunately, eyecandy is something too many ppl are obsessed with, with gameplay, the REAL factor in a good level, being taken off the top of the mapper's priority list.
I was constructing a level, and at the risk of boasting, I will say that it had a HUGE amount of eyecandy. I worked on it for ages, and in the end, after playing Jude's maps, I scrapped it. I released how much of piece of crap, gameplay-wise it was, and now, I'm making a new, stripped down level, and I'm concentrating on gameplay FIRST...
Blah blah blah....
... Sorry to rant pplz, I just felt like having a say.:-)
I just think we as custom map freaks, AND mappers, should think of eyecandy LESS.
Hats off to Kodiak, for his excellent maps.
On a side note. As I type this, the map has had exactly 666 downloads. Now that's just cool.
The only issue to my mind, at least on the beta version, is the item placement. Are two RLs really justified? Also, there is a rather obvious route of teleporter to RG, jump down to health (if needed) and bounce to RA, then drop to MH. I'd be inclined to delete the RL in the cupola, replace it with the RA, and move the GL ammo and one SG ammo to where the RA was. Though that still means the RA and MH are close. Any thoughts? Apologies if this is out of date comment.
Even so, a great map, and it'd be a shame if Kodiak stops there. 9/10 and I'm tempted to go 10.
Go and play with your Barbie dolls you PANSIES, gameplay in this level is unrivalled - though not suitable for little Mummy's boys.
It's just constructive criticism dude. Kodiak has mentioned in the past that due to his development setup, it's hard for him to get the lighting colors just right. Nothing to get excited about. ;)
Gameplay is the rule of the day, and any map which doesnt satisfy this rule in my book is a dud, no matter now much the asthetics kick butt.
The connectivity is great in this level, and hiding is pretty hard to pull off. Its a great environment for tense duels.
And speaking of asthetics, the rough, dark quality of this level creates the atmosphere of a cold and damp winter. Great stuff!
Fair enough the level IS tight. I'm no fan of super-tight levels, but the author gets away with it here. The gameplay is just too good to warrant complaints about anything else.
Who cares if the lighting is too yellow or something? Hello?! Do any of you fools PLAY levels or just stand there and LOOK?!?!
This is up there with Jude's levels. No doubt.
Challenge-World, you guys should review this and add it to Promode.
Well done - 11/10!!!!
To clarify my earlier comment on the lighting. I took a closer look at it and the color of the torch light is just about right. It's apparently mixed in with some white or very bright light entities in some areas that was throwing me off. If you look at the YA room for example, it has a nice warm, fire lit glow to it. Go to the next hallway and the torch light is mixed with some white light that has no apparent source. Kind of clashes. Not a big deal, I just tend to really notice these things.
Still, a very good map. I think a 7.5 would be about right but I can't do that so I'll round up. "8"
I hate RJs, especially to weapons.
I don't know, the gameflow isn't what I care for.
Excellent job Kodiak. 10/10 for overall greatness.
only issue I had was the quantity of RL's lying around after a few moments of playing :)
An 8 from me
I don't think Kodiak, would stop mapping, he's to good at it, his mapping addiciton will get the better of him? or perhaps he wants to work on a different game, Single player perhaps?
BTW, I think id uses the following RGB value for the nice, warm torch lighting in q3dm1.
1.000000 0.501961 0.250980
Just trying to be helpful. Love the map so far but I need to find a human to play it against before I score it. I suspect a very good score though.
And don't give up mapping!
The map has the best connectivity I have seen to date - superb level.
9 for this one !
Very happy, i like it :p
Will make further comments later.
SCORE: 9 (if indoor areas were expanded sufficiently, I'd give this level a 10)