Other than that it's a great map. Good work there diggity dog.
There's none of that "blow the crap out of 'em with rl
in tight quarters" in this map. It works REALLY well in
CPM (me and mine are 99% CPM now).
Your other maps are on on my OSP rigs to Mr.Clean.
Please keep invesing your time in Q3 map...
Viva CPM!!!
Good to see your with the Challenge team aswell Clean.
Cannot argue with the layout and conectivity.
Excellent !
8/10
8.5/10
8
out of the three maps that came out this week from some of the big boys out there (lunaran, mr.clean, bal) this is the best. and it probly has to do with the lighting, even though its butt ugly lighting :) it is good becuase it allows for good visability. the gameflow is also very nice and i like how everything is very well connected. the only things i didnt like about this map was:
1)the lift, even thought it is somewhat reminiscent (spelling?) it doesnt fit.
in comparison to kihaku and MAD: i think MAD would be better in tourney (havent played HD in tourney yet though, neither have i played MAD in ffa) and kihaku was just ok anyway so i wont talk about it.
but to some it up, this is a very nice map in which i'll be playing for a while.
Looks: Kinda disappointing but there's not the important part of this map...
8/10
BTW, I wouldn't dull down a maps looks just to suit the pro players. They turn everything off/down anyway so it seems kind of irrelevant. Might as well make both parties happy. :) I think this map actually is kind of cool looking anyway though. Just a little plain in the lighting department but no biggie. Nobody stops to admire the lights while playing anyway.
On ozh and Johnny Law's comments about the teleports: I too wondered why they didn't transport you between levels rather than just atria. Johnny Law's comment about the absence of such movement making it easier to control the top level is interesting: I thought that the two atria were too separate to hope to control the top of both simultaneously, but linking the two top teleports together might just make the attempt easier.
It would be interesting to know if the teleports did originally link top and bottom, and if this was changed as a result of playtesting.
I must say however, that while I was playing, it occurred to me that these days a map needs amazing visuals as well as great play to be considered a "classic".
Pro mapperss have really upped the ante in the graphics department and custom maps aren't always up to their visual standards. This is unlike the Quake and Quake 2 era when cutom maps were generally better looking than the levels that shipped with the games.
Just some thoughts....
-Scythe
I find it too open and too wide to be really intense, it's a lot about railgunning from far.
The teleports quicken the action, for sure, but not enough imo.
One more thing : teleporting yourself keeps you at the same ledge. It may have been more interesting if one lower teleport sent you on a higher spawn, it would probably have quicken the game allowing for fast ledge changes. As it is, it's too linear (still imo :)
Not bad, sure. But not awesome.
Still, it'll never be as hectic as a game on (for example) q3jdm8a. That's cool... viva le difference. (Or however you spell that.)
This map was developed for the Challenge-World mapping project, and was specifically designed with "pro" competition players in mind. (one of the reasons why the lighting is brighter and less atmospheric than I would usually make it). It was also developed somewhat with the use of ProMode in mind as well (the 1-v-1 action is much faster using ProMode, especially once you learn the map). Betatesting and tweak recommendations were done by a|citizen and team abuse (some great competitive players).
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