Acacias Crimson Laboratorie
Acacias Crimson Laboratorie by cyberhazard
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Takkie Rep. 1708
#39   11 Apr 2015
When i first dll this map it was a lagfest. With my current pc it runs smooth.
There are quite a few things to see in this map and it is build ok. But for me it lacks gameplay and the bots are too easy... Guess it is not my thing... Still good effort!
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FragTastic Rep. 2241
#38   06 Jan 2012
I love this space map!
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Brian unregistered
#37   21 Nov 2010
The Final Mission Part 2
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Brian unregistered
#36   12 Sep 2010
Laboratory Space The Mission Control Part 2
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not entered unregistered
#35   31 Jan 2005
i play at 1600X1024
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cyberhazard unregistered
#34   21 Feb 2002
Map runs very fast on my new PowerMac G4 dual 1Ghz with a G-Force 4.

But that spec blows the pants off a dual PIII 800...

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[][]ZeRo[][] unregistered
#33   05 Dec 2001
system ATHLON 1.4 GHZ

512 MB SDRAM

GEFORCE 3 64MB

19* RUNNING 1200X800

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[][]ZeRo[][] unregistered
#32   05 Dec 2001
okay this map rocks peeps its been a few months since sombodys said something ere but i though i will update ya plays well but higher system only should be able to handl the gameplay mine was fine never did anything like drop fps great map very different well done
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Whoda unregistered
#31   14 Jan 2001
I am so lucky that I have a comp that can handle this map to it's fullest. My setup is a 1Gig MHz, 384 RAM, P3 with a 64 Meg Vid Card, playing this map at 1200x800, 32 bit, full detail is a sight to behold. My FPS never drops below 50 and thank god it doesn't because there are a lot of good features going on in this map.
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Timmy!!! unregistered
#30   09 Oct 2000
Yes!!!
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WarMachine unregistered
#29   15 Sep 2000
this map plays ok on my pc with a geforce 2 gts p11 433 128 megram its not to bad nice job cyberhazard very cool map..happy fraggen :)War......
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ResidentSCUM unregistered
#28   09 Sep 2000
Uh, cyberhazard I accidentally voted a 0 sorry. Hit the Yourscore button before I placed my score. Have submitted change to Tig. Apologies...........
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cOZm1k unregistered
#27   08 Sep 2000
This map played fine on my system (p3-500mhz/TNT2 Ultra 32mb/ 128mb ram)the lowest it went was 20fps. Oh well I've got the money saved up for a geforce 2 ultra so I'll see what the fps is then...
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unitool unregistered
#26   08 Sep 2000
Space maps can benefit from a full vis, but the difference will not be as dramatic as the difference between full and fast vis on a non-space-type map.

You need to consider the type of space map id is refering to when they recommend fast vis -q3dm17. Very simple type of map with minimal brushwork, so there's not a whole lot of optimizing to be done.

A map like Acacias Crimson Laboratorie is a whole 'nuther story.

Spend the 40 hours or so that it'll take to full vis - I'd like to see how much of an improvement there is to be had.

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Fubar unregistered
#25   08 Sep 2000
Be prepared for a map like this to take anything up to 40 hours to compile full vis.

I have a PIII 45MHz with an original (generation 1) Nvidia RivaTNT. 640x480x32 gives me an average of 30fps on this map. The lowest it drops to is 18fps. I suggest some of you tweak your systems ;-)

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ResidentSCUM unregistered
#24   07 Sep 2000
Oh my, what a scenic Tour de Force', great looking map, possibly id will build something that can handle extended line of sight before we all need 2ghz machines. Played well, flowed well, great architecture, very original. I am playing on a Dell 933 with 256mb ram and Geforce 2 DDR 64mb. Runs plenty smooth on that spec. Probably need to tone it down for space maps, can't wait to see your base maps or maybe more original architecture. Keep it up!
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McBain unregistered
#23   07 Sep 2000
Okay, correct me if I'm wrong (and I probly am), but I belive with alot of space maps a full vis can not be done as you'll have trouble with disappearing floors and what not. I haven't done any space maps so I don't know for sure.... But I recall someone having this problem and Paul Jaquays telling him a fast vis only was the solution to some wide open maps. I'm done rambling now....
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cyberhazard unregistered
#22   07 Sep 2000
OK, I'll tweek the outside lighting a little and do a FULL VIS compile then try it again.

Thanks for the comments all.

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Tigger-oN unregistered
#21   06 Sep 2000
BFG20K is completely right, this map should NOT have been reviewed on ..::LvL as it is not a full vis. -fast vis is not a final build at all.

I'll try and read the readme file's a little closer next time.

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nunuk unregistered
#20   06 Sep 2000
oops.....i meant high r-speeds in my last sentence. silly me

8o(

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nunuk unregistered
#19   06 Sep 2000
bfg20k is right concerning his comments. don't forget that fast vis is only useful as a temporary bsp. never release a fastvis pk3, unless your .map containes less than 200 brushes. make another release after full compile, you'll surely notice the difference.

remember that low r_speeds is also due to the number of shader layers in a single place.8o)

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GONNAKILLYA! unregistered
#18   05 Sep 2000
Hey. There was nothing about the map that was causing any bullshit with the bots.

I played on a tourney server today and a pk3 from an OSD mod was screwing things up.

Sorry, false alarm.

Yours was the first map I played since that tourney and I assumed something went wrong in your pk3.

Didn't mean to give you any grey hairs!

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GONNAKILLYA! unregistered
#17   05 Sep 2000
I thought the detailing in the map was cool but overall I couldn't play this map on my machine. I have a p3 500 and a Nvidia RIVA TNT2 32MB video card and I couldn't get anything over 25 FPS. Oh well, for a first map it's a good effort, just the execution could have been tweaked.

P.S. Here's an annoying thing that was happening to me while trying to play with bots: I couldn't!!!

I load the map from the console and added bots from the menu. I'll only add one or two bots to keep the FPS up...I also have a 30 second warmup before each match on my server. Here's what happened after the warmup...

All other bots save one go into spectator mode (like the match is in tournament mode but I loaded the map from the console and didn't specify a game type)...BUT...after 1 whole second of matchplay, the remaining bot gets booted into spectate mode with a text warning:

MATCH ABORTED: Not enough players.

So I added more bots (5) and the same thing happened...only one bot stays to fight and then gets booted once the match starts. I have six players on the map...how many am I supposed to load?

What the hell is going on?

Again, I didn't specify a game type, I simply started the map.

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Jamnbam unregistered
#16   05 Sep 2000
First off, I think the review was a bit harsh. For a first map, I think it's really well done. Cyberhazard has definitely got an eye for detail. I don't have much problem with this map on my system (P3 500/GforceDDR/128), so for those of you with a nice rig, it's definitely worth a try. I think it plays great.

Good job Cyberhazard. I'm looking forward to your next map.

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BFG20K unregistered
#15   05 Sep 2000
Brushes :1851

Entities :379

Build Time : 66 days, did everything the hard way.

Compile Time : One hour, 22 min. on a 128mb, P3-450. -vis -fast

Editor used : Q3Radiant, like there is something else!

Known Bugs : None

That seems to be the biggest problem wiht your map. I haven't even 'tried' the map, but from what I can make of the screenshot, other editor remarks, and size of the pk3, I can tell, you need to FULLY VIS your map to get the true r_speeds. Reducing r_speeds is the biggest problem there is in mapping, not running it fully will result in a "Ok, this map is nice... <puts it somewhere else on hard drive>"

I think you should re-release this map fully vis'ed, I can tell you it will make ALOT of people happier. =) Make sure it's extra lit too.

Shoot, I hate saying things twice...

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not entered unregistered
#14   05 Sep 2000
Brushes :1851

Entities :379

Build Time : 66 days, did everything the hard way.

Compile Time : One hour, 22 min. on a 128mb, P3-450. <i>-vis -fast<i>

Editor used : Q3Radiant, like there is something else!

Known Bugs : None

That seems to be the biggest problem wiht your map. I haven't even 'tried' the map, but from what I can make of the screenshot, other editor remarks, and size of the pk3, I can tell, you need to FULLY VIS your map to get the true r_speeds. Reducing r_speeds is the biggest problem there is in mapping, not running it fully will result in a "Ok, this map is nice... <puts it somewhere else on hard drive>"

I think you should re-release this map fully vis'ed, I can tell you it will make ALOT of people happier. =) Make sure it's extra lit too.

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P unregistered
#13   05 Sep 2000
Yup it's a first map, and yup it runs awfully on my system (10fps in most places). But while I can't feasibley play the map, I can see some nice work. I've always thought that there's two parts to being a good level creator: editor skills and design skills. The former is what Cyberhazard obviously has, the latter is what he'll obtain over his next few maps. An interesting first outing, definitely an author to keep an eye on.
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nunuk unregistered
#12   05 Sep 2000
sorry for the double post. it kinda crashed during 2 seconds.
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nunuk unregistered
#11   05 Sep 2000
of course, it is a first map. but for a first map, it's really a pretty good work. your architecture is original. in a way, you did this map for yourself. you'll make your other maps for the players. the blue area (with railgun) in the lower section is really nice. you could have kept that lighing for the whole map.

neat work.....

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nunuk unregistered
#10   05 Sep 2000
of course, it is a first map. but for a first map, it's really a pretty good work. your architecture is original. in a way, you did this map for yourself. you'll make your other maps for the players. the blue area (with railgun) in the lower section is really nice. you could have kept that lighing for the whole map.

neat work.....

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unitool unregistered
#9   05 Sep 2000
it looks pretty cool, but can you say "slideshow"? 4 FPS on a p3 500 tnt2u seems a little on the slow side to me.
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cyberhazard unregistered
#8   04 Sep 2000
The Hate Factory,

Thanks for your comments. ACL is my first map and its good to know what was done right and what was done wrong.

Too many gimmicks to be sure, I found it hard to stop myself from adding more & more. At least I left out the BFG.

Red fog was used for the title's sake.(crimson)

This map was a learning process for me and finding my way around q3radint. In the future I'll try and stay away from too much eye-candy.

Less is more, Mutually Assured Destruction by MrCleaN is my fave, but man how I love to look at PadSpace & NV15.

ps: The kitchen sink is in the crate under the large health.

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The Hate Factory unregistered
#7   04 Sep 2000
This is not the result of "an author who has no respect for r_speeds".

This is the result of an author who put in enough stuff in one map that he could make two maps out of it.

How much can you stick in a space map? This one packs in EVERYTHING. It wouldn't suprise me if the kitchen sink was included in one of those crates.

Test system:

700mhz P3

196MB RAM

GeForce DDR

Played w/ bots

Overall speed was so-so.

Unlike what LvL says, the fog really isn't that big an issue. However, I'd prefer grey or brown over red in this instance, because red fog just gives people the impression of the Fog Of Death.

Lighting was done well in some areas (the indoor parts) and not as well in others (crates, plasma gun). One can get the railgun and teleport to the Quad damage location rather easily. The Quad is located in a place that makes it easy to snipe all over the map. One or the other of these issues on their own wouldn't bother me, but both is a bit much. Oh yes, did I mention the red armor is there, too?

There's shifting platforms going over short distances.

Compliment: Indoor areas are nice, especially for those of us who don't like risking teetering on the edge of oblivion.

Suggestion: Play thoroughtly through the map to make sure there's not one run that can pump you up. One can get the railgun and red armor, run to the teleport and grab the Quad and snipe

Complaint: Drop the instant-death elecro squares in the future.

Random Observation: Reading a plaque about someone's death then looking out a window and seeing a skeleton on a table is rather unsettling scenery.

All in all: Once again, it's not that there's bad ideas in this map (aside from red fog and death-squares), it's just that it's all been tossed into one map. Also, all the gimmicks (health tube, railgun, etc) are on one side of the large tube in the middle and the other side is rather barren.

There's a few places where lag could result in a frustrating suicide, but every space map has one or two of those.

If it takes you less than 5 minutes to download this map, and you can handle it hardware-wise, then it's worth your while to download if for nothing else to practice your rail on bots. Trying this at a LAN Party might be suicide, as most likely a few peopel don't have the hardware for it and will moan and groan through the game.

I suspect however that future releases from the author will probably have a higher fun and practicality level when used in multiplay.

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TheRequiem unregistered
#6   04 Sep 2000
very nice... ran unbelievably on my 800mhz Geforce 2 comp.
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cyberhazard unregistered
#5   04 Sep 2000
Thanks Vexar, glad you like the map.
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Vexar unregistered
#4   04 Sep 2000
Very cool map man!

I was sorry to read about your wife, she wasn't very old 25?

Take care Acacias!

-Vexar

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Octovus unregistered
#3   04 Sep 2000
Damn these people with such good systems (yes, I know the first bit was just a joke)

Fact is, I'll have to get a new v-card soon...but I wasn't planning on having to get a new computer!

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cyberhazard unregistered
#2   04 Sep 2000
All of my buds and I have dual pIII 1ghz. with GeForce cards, does'nt everybody have systems

like that... Just kidding.

Truth is this map was playtested

on a pIII 450, 600 and a 650 all

with GeForce cards. Map did scale-out larger than I expected

but played quite well.

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One_Eyed-Jack unregistered
#1   04 Sep 2000
Great game play. Best with 2 or more players. You may want to keep this one for sometime
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