If you're still out there anywhere, nunuk, thanks for all the memories! :D 10/10
nunuk-------tip of the hat to you : )
Great verticle action keeps the Frags fun 1 on 1 or loaded with players!
Got to improve my aim though...
To me, high-end is the P4-112ghz / 512meg / GEforece GTS that we've got at my office.
It runs fine on my K62-450 / 128meg / TNT2.
Kick Azz level...
Now that my game's on the shelves it's back to mapping... so watch-out!
Finally q3dm17 is only second best
Marvellous, of course. The trick jumps were, in my opinion, even better than Coitus Interruptus... I've noticed that you can however get stuck on the accelerator pad ones if you come at it from the wrong angle, and bots often do this and become easy targets.
The only other critisism is that bots don't tend to use the back of the map - where the megahealth and the groovy lookin' teleporter are, which is a shame because it's my favourite jump back there :>
Bot probs aside though, brilliant map, 10/10 of course.
the gameplay rulez
Runs fine on my machine, of course, I don't have a typical machine.
Nunuk, want a job?
On to the map....Holy Shit, nunuk! I didn't think you could top kleskonian heights but boy was I wrong. Are you a lighting technician or something? You seem to have a knack for getting the atmosphere just right.
Kudos, man. 10 out of 10....and I'm not really a space map fan!
Sale your mmmmmmx and buy a computer !!! I play this map on a PowerMacintosh 300 with a small 3D card so ...
salut a Vous Nico et Bertrand !
don't have time to check the ids.
bdway...the jumpads...it ain't original...dl distonic and find out
quake is a long way to fun, with a variety of game-play made by everyone who play, by eveyone who create !
SO RESPECT !!!
---groZe biZe a toi Nik0---
:]) bEr °
dont worry mate im behind ya these sort of guy just carnt make maps, thay carnt make maps as good as you i think your maps rule you put alot of work in your maps, and thats good to see people like you spending alot of time on there maps, did you make distonic if you did it rules its my faverite space map to date, so keep up the good work mate i lookforward to your next map happy fraggen.......WarMachine :)
i can understand negative comments, but at least give me some arguments.
icemunster: give me your definition of a genuine map: give me map names.
james: woaw!!! this is cool!! never had such a comment. "rather large and boring to play" ty so much, it's gonna help me for the future. and concerning r-speeds: you got much worst than that sometimes, believe me. also, if i had your system spec, i would have played q1 instead of q3.
seriously guyz, this is ridiculous.
klcurves is a space map, and i would understand the fact u don't like space maps, but at least give me some fuckin' arguments.
This map is really fun and original for the jump pads...
i like this...
n.b: nunuk, ta map est vraiment bien, tu as du y mettre beaucoup de temps a la faire...
But most of all its a blast to play.
and nunuk don't worry about r_speeds, the hardware thats out now is more than enough to handle it. I have a P3 500, 128MB RAM, Voodoo3 3000 and it ran just fine.
Keep pushing the envelope buddy and will see you making maps for some game developer in the near future.
"It's possible to navigate 75% of the map and never touch the ground" cool!, if 75% is your number, i'm happy with it, because that's exactly what i'm trying to find: i'll be happy to have a 100% "matrix" style map. the fact of having many jump pads is a choice. i believe they remain logical and useful in klcurves, because klcurves has been made especially for those. no jumppads=no klcurves.
the fact of putting the ammo next to the repective weapons can be a huge debate, so i will not make any further blahblah about it. the only thing i gotta say is that rg and gl are the only weapons with just one ammo added.
In my personal opinion, there are WAY to many jump pads. Even for a space crap....oh I mean map. It's possible to navigate 75% of the map and never touch the ground. The only part you can't touch by bouncing there is the YA area.
As always, I found that the map was helped by playing it with the T.E.C. mod and the off-hand grapple. It cut down on "hey look at me, I'm a rail target dangling in the air!" time.
Also, I have one gripe about the rail that no one else brought up. The ammo and gun are too close to each other. Once you have the rail....simply bounce on the pad, if you miss no big deal, you have ammo, if you make the jump....kewl another gun. I think rail ammo could have gone on the platform with the Plasma gun and the ammo for the PG that was again RIGHT NEXT TO THE GUN could have gone where the rail ammo was originally.
Other than that, my system ran fine on a AMD 800, VooDoo 3 3000, 192 MB RAM and the video setting maxxed out.
Because I really don't like Space Maps to begin with...i won't score the map. Just suffice to say as far as space craps go, this one is pretty good.
still good though :p
The r_speeds didn't bother me that much cuz I play at ultra low settings...Although my machine choked badly when looking over the map in highest settings
BTW the music goes well with the map and is pretty high quality stuff(like the map)
Thus spake the spacemap fan: 9/10
Lack of decent hardware should not constrain your awesome talent :P
to "not entered": well i quit smoking quite some time ago. and btw. if i manage to make original maps (you're the only judge), you can expect me to think different concerning the gameplay too.....
Are you high? Give me some of whatever you're smoking! :p lol
Nice map btw.
I did 'r_lockpvs 1' while on the ground near the central jumppad and then noclipped myself underneath the platform. To my dismay the entire underside of the platform was rendering itself despite being invisible from the position I locked the potentially visible set. If you made the entire floor detail brushes, like I suspect, you still could have put caulk brushes resembling the shape of the floor in between the bottom and top faces, and then with some clever hinting, stop the map from rendering the underside of the platform while you were on top of it. Also I think chopping out a few brushes here and there would of still conveyed the architectural masterpiece you have crafted. If it can be done with less brushes to the same effect, drop those excess brushes. I apologize if you already know everything I outlined here, I don't want to patronize anyone. I imagine you put a great deal of effort into making the map playable.
To sum up, great map, although even on my p3-600 and tnt2, I have to mod down the graphics so much just to have it playable, that it loses it's beauty.
Is a refined rerelease out of question?
I also wouldn't really say "bots play fine", as besides not getting the rail, they also don't get the MH, and generally they tend to bounce like popcorn on the big pad in the center of the open area.
However the performance and botplay is probably about as good as it can be given the design of this map, and I'm glad nunuk decided to release it rather than change it to some other design, because it really is worth checking out... the visuals, the music, and the gameplay are all notably different from other Q3 maps, and 2 out of the 3 are quite good as well. The gameplay isn't horrible with bots, but it's not outstanding... I suspect it would improve a lot if you got humans in here.
Details and ambient are fucking awesome, music adds a lot to the map and the curve jumppads are fun.
r_speeds? buy an geforce 2, this map really worths it =)
rg: yes t-o....i think you're right. the truth is, this should probably never have been a 1v1 map. my mistake.
As to the RG location, in a 1on1 you can keep a sharp Rail shot on two RL and anyone going for the central power-up. Sure its a tiny area, but without a RL to pick you off there is almost no reason to come down (excpet for the fact its a lot more fun to not camp :]) In a 3 player game its a lot less of a concern and a camper will not last long enough for anyone to worry about it.
I thought RG was the REASON for space maps?! ;)
however concerning the railgun position:the level testing showed that it was quite hard for this spot to become a camping spot. this position was chosen in order to transform the rg in a second hand weapon. i was thinking about removing it completely, because rg and spacemaps dont fit together well. but removing the fun would be stupid too. also i thought camping on a 50 centimeters large platform was kind of hard i believe, especially when the guys passing in front of you go twice faster as on any other normal jumpads. but the playing and habits are so different from one group of players to another, that it could certainly be used by some as a camping area anyway. i just haven't encountered that pb during testing. the only thing i tried to avoid was to make an easy access railgun that would have been used excessively in the central area...at least with the actual position, you lose time while getting it.
thanx for the very first review on klcurves.
On a PII 400, 128 mb ram and a TNT2 Ultra, no really big problems.
and great fun, I like the curved jumps with the jumppads a lot =)