Because of the big separation between ya and mega+rail. The gameplay is speedier than the other cpm map (duel) and the fight are : Very short or tactical... And the cpm physics are also a good help for increase the speed of gameplay...
Thanks jude for this enjoyable map, but i prefer cpm3...
it's not promode!, ie no aircontrol :)
As for something big coming up.. well, thats a definate maybe, but v1.0 promode is very very close :)
Aussie +2
=]
Its great having a Geforce isnt it? Three months of having great FPS, and I'm still not over it:-)
I hope that my comments were not too harsh, Jude. Blunt speaking is a bad/good trait I have :-)
I do stand with what I said tho. I can also understand though, and as a fellow mapper, that dealing with new mapping concepts aint a walk in the park. From having Q2 standards for soo long, and then jumping up to curves, caulk, and thinking so much more about gaps etc etc, its a harder task (even though, an enjoyable one).
For your first true curvey effort, you HAVE done well.
I spose, as someone who thrashes your maps more than any other author's, I just have ereally high expectations.
I have no doubt that with more learning of the new concepts, you'll fill such expectations and beyond:-)
The Hubster
bots.. well, tbh i couldnt care less how bots play on my maps... the bots in Q3 are terrible.. it's like playing someone who just went and bought the game an hour before and uses a combination of steering wheel and keyboard to move, yet is using a zbot.
as for the r_speeds yes i know they are a little high, and i was conscience of them even while i was building them. It's my first attempt at a map with curves (my editor only just gained the curves support) so i am still learning. Tigger is also helping me out with hint brushes and so forth.. Late on during the map build i learned how useful the caulk texture can be and i did use it to some effect, but obviously not enough :) For those interested, i am using a 566Celeron @ 866 with a v3, and i use r_picmip 0/lightmap so i do notice the frame drops.
On gameplay - i didnt think this map will play that well as a duel map even though really thats what it's geared towards. The people from Challenge World will be soon (read: i dont know exactly) be releasing CPMA (Challenge Promode Arena), ie.. Rocket arena Promode style. And this map will be one of the arenas included. I may change it, i might not, but i did build it with that in mind, so i apologise if it feels very ra3 :/. Duel and ra3 is a very hard combination to get right :)
The jump i put in hopefully this will enourage people to give CPM a try - if you find normal q3 more enjoyable so be it.. getting this jump right without a strafe jump first up is a nice feeling :)
Thanks for all the comments too,
i must be honest... even hubster's words were pretty close to my thoughts..
ps. i just went and bought a DDR geforce :D
the map plays very well. there's a lot of railing and strategic play in it.
BTW, I can Jump to the Mh in normal quake from the stairs behind it but I was playing with /g_speed 400, so I suposs that doesnt count =)
Hubster: The r_speeds in this map are higher because jude has put more detail than his others maps. if he has put more detail in their other maps their r_speeds would be high (q3jdm9 mainly)
The level has some cool concepts to it, and does make a good duel stage, but I still feel its a drop in standard for Jude.
7/10 from me. Lets hope his next offering is something back to the royal standards that Q3JDM8A achieved.
By the way, Doom jumped 21 times and Gorre twelve. Now there's a parameter CHARACTERISTIC_WEAPONJUMPING in the botfiles that I would guess controls rocket jumping: interestingly, it's 1 for Gorre and only .5 for Doom. On the other hand, FS-HEALTH is 2 for Doom but only 1 for Gorre, while W_RAILGUN IS 450 for Doom and 185 for Gorre. It looks as though Doom just plain wants those items more than Gorre.
What little I know about the bot files I learned from:
'Kirin's Q3A-Bot Troubleshooter and Tutorial' (galacticamoon.simp..._q3abot00.shtml)
This site is aimed at dispensing enough information to enable you to write your own botfile. If anyone knows a site where the botfiles and bot behaviour generally are discussed in more detail, perhaps Tigger-oN and Mandog could spare a line in this thread for the URL.
Two other points: I never saw a bot reach the platform without RJing, so they clearly haven't found any fancy jumps.
And I think I know now why I've never actually seen a bot RJ before (in fact, I never actually saw one RJ while playing CPM8; I just inferred it from seeing a bot on the MH/railgun platform etc.). I noticed that as soon as a bot detected the opposition, it would break off the RJ maneouvre: even if it had successfully reached the platform and was barely a GU from the megahealth or railgun, it'd turn round and engage. So by the time I see a bot that's been thinking about RJing, it's heard me coming and has given up on the RJ.
I obviously don't sneak around enough (or play CPM).
Well done mate :)
This rocks
Loading...
Search for a map.
Results will appear here.