Sweet map Dev, keep em comming.
Hope you are playing this map with Challenge Pro Mode, if not - you're losing A LOT OF FUN!
Two RLs aren't IMO too much, while this map is to be played with weapon respawn time set to 15 (CPM default)
gothic_light/ironcrosslt1
gothic_light/ironcrosslt1_4000
These only affect the appearance of some of the lights.
There are a couple of places (such as the where the MH is and a recess nearby) where game flow is impeded and I thought the placement of the RG might encourage a little camping.
The presence of two RLs and their attendant accessories is too much. One RL would've been sufficient.
Great architecture and seems to run smoothly.
Alright, maybe I WAS in a bitchy mood when I read the rants.
Thanx for the kick in the pants pjw!
C'mon, keep joining in the bickering . . . you know you want to. ;-)
(8 out of 10 btw)
Look, I've already said that this is a great map...I just don't like the overall theme.
Why do people jump down yer throat when you don't love EVERYTHING about a map? This IS the comment section where EVERYONE is entitled to their own opinion.
Screw it, from now on, I'm only gonna download the maps and leave the bickering to everyone else.
Some people actually do create maps for aesthetics as well as gameplay, making full use of the loverly q3 engine.
why cant you have your cake and eat it too? ;)
Dev has made a truly fantastic map, this level is right up there with q3jdm8a!!!! Get a life you suckers ];-0
8/10
How about elegantly challenged?
Lighting could have been much better but it isn't the ugliest thing I've ever seen.
Very good gameplay though which is what really matters.
I'd give it a 10 but I'm of the opinion that it's butt ugly. Again, that's my opinion.
Overall - 9 out of 10.
Well done.
Really, it comes down to this...for a level that is going where a LOT of other levels have gone, (That is--> tight, fast, and small) there are other levels out there that are a LOT better. Better in terms of connectivity, flow, and color. But...as this is a rather high scored map, it's probably just me. So forget I said anything.
" I only found out about the jumping variable (that is, the variable that changes your jump height among other things) and was sometimes really confused"
I was trying to really confuse people =P
Meant to say
"I only found out about the jumping variable (bracket stuff) when it was mentioned in Gamespy's 1.25 Point Release Article.
But, besides that, the new 1.25 point release may screw that ability anyways. Id has fixed that "jumping height" variable bug and made the jump height fixed. I haven't played this or q3dm13 yet, so I can't say for sure, but you may not be able to reach those MHs by jumping any longer.
Anyways, just my thoughts...you know, all those mods everyone loves will get updated to 1.25 compatible eventually =)
Octovus{QsRu}
the upper rl should b swaped for the gl if not the gl should b at the upper ledges were the lg ammo is and the YA should b placed in the ledge were the fog of death is,of course this is all my opinion for a tourney v.but as it is its an great 3-4 ffa small map 8 points here
Great playing, great looking, what more can you ask for?
10/10
My only real complaint so far is the DeV has chosen to imitate the framerate-dependent jump to the MH from DM13. Framerate-dependent jumps baaad.
But most importantly, the layout is just SUPERB.
Good for DM? Yeah, and so what if it it is. This is true blooded duel map.
10/10!
could be a cpm map if you submitted it to them..
couple things, noticed all tele's took you to mega (infrong, beside and above) and that the rl and lg are a little close... besides that the map is great
Loading...
Search for a map.
Results will appear here.