The Spider And The Fly
The Spider And The Fly by ALMighty
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sedawkgrep Rep. 3158
#3   7 days ago
There are maps where strong tactical play is absolutely critical to victory. Where you patrol an area, controlling items and waiting in ambush in anticipation of your opponent's arrival. Where there are long-distance exchanges that neither player wins before either one or both escape to collect more health and armor. Where extreme management and control of key items and locations is the only way to win.

Sometimes those maps are the best, but sometimes they get tedious and exhausting. Sometimes instead of cold, calculated play, you just want to go bananas and blast everyone and everything to smithereens as fast and as much as possible.

This map is simple but fun. FPS newcomers always enjoy maps like this because it's an immediate way to get a lot of action and feel like you're really in the game even if you're getting your butt kicked. As a veteran I also sometimes enjoy the simplicity of just rampant mayhem on a map.

This is a great little map to get a breath of fresh air. Put your ego and expectations aside and just play. Like Roy Kent said to Isaac- "So F your feelings, F your overthinking, F all that bullshit. Go back out there and have some F'ing fun." (censored because I don't know lvl's profanity policies...)
Edited 2.3 minutes after the original posting.

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Sandman unregistered
#2   12 Jan 2001
This map was my first made with Radiant and I didn't put much time into it. Neither with Fire.

I will make better maps in the future!

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Dagwit unregistered
#1   11 Jan 2001
For anyone who thinks they remember this map but can't square their memory with the end-of-November release date in the readme, this map was originally released, not as q3smdm2 but as plain old smdm2 (though with the same longname) with a date in the readme of the second of August; I picked it up at the beginning of October.

Incidentally, both this and 'Fight Fire with Fire' (q3smdm3) look good as far as they go, but I'm sure Sandman is capable going much further if he so chooses (hint: avoid symmetry in deathmatch/tourney maps: the map is finished in half the time, for the mapper but, alas, also for the player).

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