The layout is amazing. The interconnectivity is just sweet.I'd play this as a tourney map anyday......
And, as it's related at the readme, the map has some r_speeds issues, specially caused by the overuse of shaders. I'm sorry.
Anyways, i think Celeron is not a good cpu for playinq q3a, cos of its suckin fpu, despite the 3dcard you have...
wviperw: gigahertz? i hate ya :_(. Anyways, glad you have liked the map
I'll be releasing a trio of maps soon that will illustrait the type of dramatic lighting that I'm exploring.
Nevertheless, I like your map, and look forward to the next one.
To me, ambience is given by the right and proper bland lights to the map. But is just a matter of opinion, i agree, and i'm glad you tell me what and why you dislike the map, that's what i really need, thxs!
And i take note of the suggest, it may be interesting to make stronger shadows around... not usual in quake3...
If you're focusing on "ambience" and "feeling", do try and put some time into lighting.
I'm really tired of seeing bland, washed-out, brightly-lit maps when there's so much drama that can be introduced with proper lighting.
So, less open architecture and less shaders (a shaderless cut version of the map has -3000 r_speeds. wow)
Still, it as a very well-made map, good construction and weapon layout.
I just hated that laggy movement at given times, I only played one bot, imagine 4 in a FFA =
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