I love the verticality in this map. It's big without being huge (despite the review, this map isn't huge...) and has a grand scale in certain areas. It's a bit surprising that it's from the early Q3 days; it probably wowed a lot of players when it was released.
It's not a bad map, but personally, I felt it would have been much better with more focus on vertical gameplay, as a lot of areas appear to be lacking it.
type musicmusic sonic1 in the console sonic 2 3 4 5 6 work aswell
larga vida motorhead
It's great with >5<10 players.
It's great to play and looks very nice indeed.
I haven't played with bots but I see one problem with this map, with this environment I will lose cause I won't be able to stop looking at everything.
Again...incredible.
PS if you like Overkill, get No Class by the same author. Most cool
I have spent most of today downloading maps from this fab site and throughout, have been absolutely amazed at how quick people are to criticise other people's hard work.
I appreciate that this "forum" is here to "rate" maps, but surely we should show some respect when putting our thoughts into words. It's all too easy to pull someone else's work apart and is pretty galling when those same people aren't able to produce even the most basic of maps.
Anyway, none of that applies to the author of this particular map. Superb work!!
there is a new version of Overkill available at my website www.planetquake.com/wdw
This fixes the clip problems and adds teamplay support.
--Wiebo
Needs at least 3 very mobile combatants to work.
As an architect i can tell that this has a great design and the rigth textures. However, the weapon placement could be better. This is probably the best q3 teammap if you just make some adjustments. If you just put the rg where the health and 2 Lg-ammo are you would have a better balance on this map. more changes can be done...but i don't have any good arguments whereelse to put them ;). Help me out here ppl.
It is a big, beautiful level, I just had to play it without any bots just to take in the architecture. Very impressive, keep up the good work. And email me if you have any more levels for q3.
Well done.
Altough Im a WDW fan :) I loved your Q2 maps too especially HAMMER
And Im waiting for the next one :)
There are just too many spots where you can bounce up with bouncepads, or just spawn in the area, where getting down will always cause damage. Some places cause 10-15 points of damage from the fall.
These will certainly make people think twice about venturing around. I usually end up staying around the railgun/bridge/megahealth room. The bots congregate there anyways.
It would be a 10 had Wiebo done some extra design in ensuring that this played effectively well. I hope he tends to these issues in his next map.
Hehe well this map ROXXXX!!! Whoohoo!
As for Assball's comment about the GL and RL: As the GL is situated in such a perfect spam posistion, i chose to made it a bit hard to get to. running up that wall-stairs takes time and makes noise, so it's acceptable I think.
And as for Crash, try a harder skill level, she will do just fine. =]
Again, thanks and enjoy the map!
I look forward to more comments, everything (positive/negative) is appreciated if well thought out.
Anyway, my comment on this map is that it is _tight_!! Yes, there is quite a bit of space, but there are some good hallway battles as well, and the architecture, design and flow is very lovely. I think most of you think the scale is too big because you're rocket freaks! ;)
But I reckon it would be a great map for large Lans
cool map:)
Since you've got SO MUCH space, all those rockets and nutty rapid-railgun fights go over well in this map.
I highly recommend it, if you like playing Excessive and want some skill with your mayham.
I was most inpressed!
It gets a score of 10 in my book.
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