This has got to be one of THE BEST looking maps I've ever set eyes on. I was absolutely astounded at the complexity and size of the map! It's a great atmosphere for Q3A especially if you play against real people in it. Put on some old Black Sabbath and frag all night!
As far as the complaints about the heavier weapons too hard to get to, that's a GOOD thing, keep it up. I'm tired of getting fragged in just one shot by the heaviest weapons being too easy to get to. Keeping the BFG out was a good idea.
Great work man! :)
chears WarMachine :)
Looks awsome
10/10
24.91.161.101:27961
weibo....i say it again, u da man
10/10
:)Toon die amerikanen maar eens dat wij europeanen niet te onderschatten zijn ! hehe
Mooi werk, net als overkill.
Inderdaad wat jammer van de bots, spelen ze op een skill lager dan nitemare, dan zijn ze meestal oliedom. :) sja kan je ze makkelijker fraggen eh.
--Wiebo
I like the way the map looks.. But once again its subject to the same sort thing that I saw with the last level I checked out.
The map LOOKS fantastic but plays slow and has awful bot support. hmm
Well the eye candy is sure to make the map look good how ever its pretty big. I kinda see it as a small version of one of those 64 player dm maps. hehe
Unlike Short Circuit this maps detail does not effect the game play in any bad ways at all. That shows that the game play and lay out are in fact quite a bit better in my opnion. This map deserves a good rating for its raw skill in the detail department. How ever the game play seems to fall short quite a bit with the bots.
You know what though, maybe it just me but this map feels more like a Single player map for some reason. The way its laid out and its large size make it a much better Single player level. Im guilty of the same thing in one of my maps for quake 2 so I cant talk to much there. But if I were to sit back and judge Both my map and this one at the same time I would say that the extra detail and such should not have come before the game play. Of corse with my quake 2 map every one loved the eye candy so it all of a sudden had "A Great Lay out and game flow that is nothing like anything ever made for quake 2"
But when you get right down to it... Is the map really fun to play ? Does it keep you coming back because of its fast game play that takes skill to master?
neither of the levels did....
they just look nice and have way to much detail for a death match level.. You play em cuz they bring you to that location and create a good mood for killing like a movie. I might add a slow boring movie that looks fantastic....
I give it a 7 because it should be a Q3SP map =)
And for reference my quake 2 map I made like so long ago im sure you never hered of it.
8.5 outa 10
i got a missing testure ,rather a blinker, but i see there is a map update. ill wait on the download.
i give it a 8.9
Well, so what? Wiebo de Wit wasn't setting out to make a sequel, and time will tell whether this map is not merely handsome but the outstanding TDM map he was aiming to create.
Nevertheless . . . I know that some of the people who have been anticipating the arrival of this map are Overkill! fans; in fact I found out this map was coming by reading about it on AGQ3 in a thread put up, I think, by players at Pit's who were enjoying Overkill! there. I'm sure they'll be as admiring at the moment as the rest of us, but I wonder whether on reflection doubts will start to creep in.
Overkill! isn't a perfect map by any means - for one thing, you can work your way outside it - but it was and perhaps still is unrivalled in its exuberant use of space. I loved this, and the fantastic bounce under/over the bridge over the red fog, and others more mobile than myself have left me with the impression that it's a great map for jumping around on. It's remained popular when other, technically better maps have dropped out of sight.
Somehow this quality of exuberance in the use of space is missing from 'No class!' Yes,apart from the superb detail the layout is very professional, the atrium is a very nice atrium and you can see how he's worked to meet the needs of TDM. But I wonder whether this focus on structuring the map for TDM hasn't somehow cramped his style a little: it's said that artists need constraints to focus their work but I'm not sure it's worked in this case.
It's true that this map has put Wiebo de Wit into that small band of mappers who can produce professional quality maps with superb detailing. But the other side of the coin is that there are several people who could have produced a map like this. Only Wiebo de Wit produced Overkill! No-one has produced anything quite like it since.
But, of course, we know one person who can.
I actually have a harder time snagging the RA in CPM than I do in regular Q3. Thought that was kind of odd. Maybe it's just me?
It is an awesome map though. I also really liked Sinister Purpose (that is by the same person right?). Other than a couple of brush problems on that one (getting stuck) I thought it was excellent. This one is even better. :)
The Quad room is great, although perhaps my personal tastes run toward the Q being a little more defensible. The shape of this room will make for some spiffy team-on-team gangfights.
To defend the Q room properly you really would need a whole team, and there's not enough supplies to hang out in there for long. So teams will almost certainly stage in other areas before doing a Q rush. Similar to Q3DM7 in that regard. However in Q3DM7 you have one clearly preferable large area (RA room) and another large area (RL/YA)... here you have a few different areas, all of which are not quite as big and don't have a complete complement of stuff in them. So a team should probably try to control both the RA and RL rooms between Quads. This could be an interesting dynamic, with probably more fighting between Quads than Q3DM7 and more organized map control than on the other standard TDM maps; hope to get some games on this soon.
Nederlandse mappers roelen =)
Irregardless of the mod it was designed for this map is top-notch, I give it a nine
Other than choosing a couple bad spots in item placement imo, everything else is cool. But bad item placement is a matter of opinion by each player. It's the authors design, and if they want a RG in a certain spot then they should be able to put it where they want it. Bot play is ok, then again bots have their limitations. Having an artistic/architecture design talent is hard to have, and is a lifetime learning process. Figuring out the technical shit on what makes what run good/better, can be learned, and improved upon much faster than developing art talent.
Weibo, keep up what your doing. Looks great!
Thearrel "Kiltron" McKinney
i just dont like people that are so quick to shoot down something that theyve never tried, or tried once.
First of all, I don't know if the layout would work better in CPM, but imh(umble)o that mod is BS. Not that I hate it's gameplay or whatever, more that it's gay for any one group of people to think they can make a mod and then make it the standard tourney competitive play mode. But now for the map =)
The RG, RA, and RL are all waaaaaaaaay out of the way. This forces people to use weaker guns until they can grab their choice of these two, and the bots don't use the better guns at all! The "best" gun I ever saw them walking around with was the freaking LG.
However, that doesn't mean they aren't a challenge..they "camp" the central spawning area so much that it's hard to get out and grab a good gun without being fragged. This, imho, sucks ass. It truly seems to be a grab-a-good-gun-and-you'll-own-for-ten-minutes-till-someone-finally-frags
-you map.
The look is good, and gameplay is o.k. , but nothing more here folks. I'm sure it'll hold up better in CPM, but, for me, CPM doesn't hold up in the first place.
Bottom line(s): I don't like CPM, therefore proly won't like CPM maps.
Having to run to get good guns and then come back into the main fragging area killed this map.
Cyas! Octovus
As with most team DM or CTF maps, it's really hard to get a good feel for it with bots. This one is actually maybe a little worse than usual, as the bots seem to just want to party by the reciprocal teleporters, not even moving away to get items or quad.
But oh well. If this gets put into the CPM map pack, I hope that means that there's a good chance that HUMANS will actually play some games on this map, and I'm looking forward to that.
It's much better when it's bug free =]
i forgot to say that the whole layout is quite complicated: it adds a labyrinth experience to it. really great.
also....ruins are often hard to make. wdw has "logical" ruins, with stone pieces that have fallen or collapsed logically at right and natural spots.
nice and original work.
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