Flat Ground is a lot more fun than it first seems, you really have to play it online to appreciate it. Think of the Amphitheatre, but the lava teleports you rather than killing you. (And also looking so much better than that visual failure) The rocks break up the "flatness" and encourage defensive gameplay. The teleporting from the lava is very useful and balanced by the fact that you can easily get shot in the back. A much more strategic arena than it first appears.
Quiet Times has got to be one of the most tactical maps I've ever played. You really need to take advantage of your environment here, or you're fodder for snipers. (and indeed I swallowed quite a few slugs) That fountain, the plants - anything to obscure the vision of the attacker when the mountains are not available to you. While most maps usually do have obstacles such as this, it's done a lot more subtly and tastefully as the elements used for cover from fire aren't your typical columns or crates but actual, environmental objects. This is not seen in many other maps. Plus the aesthetics are amazing - I think the Japanese garden style was pulled off much more cleanly than Japanese Castles (q3wcp1). Only real nitpick was the different textures between the dirt, grass, and mountains not smoothly making transitions, although PRI brush usage would've sent compile times skyrocketing - and from the looks of things they were bad enough. (3 days? Dang man!)
It's a great package and I never thought I'd actually get to enjoy it online. I highly recommend it for anyone who wants to see not only some works of art, but for those who have FragLove, to play a few rounds on it and appreciate the simplicity offered here. I might even make a DM version of Quiet Times with items and all if I get the time - seeing as the map source is available.
Excellent job my friend.
Anyway, this map will not work with the HUNT mod 'as is', due to the RA3 entities and a few other things, but it would not take much to make it work. You would need to link the areas with a few teleports, place a few spawn points and other 'items' so the mod 'knows' about the map - then compile it - which will take a little while (like over night maybe). As the map file is available, good luck!
If you do re-compile the map for the mod, let me know or send me a d/load link. Would be keen to check it out.
If you take out the 'in one map' part, there are heaps, but I guess you already know that :]
To be honest, I have not played the HUNT mod. I'll need to check this out.
Although I like the old clan map better. ;) No, not really, the new version is a lot better in every respect. All the arenas have a very professional feel to them, and make a very welcome change from the typical gothic look of vanilla Quake III maps. Personally, my favourite arenas are the space type tree type map (as you can probably guess, I can't remember the names of the arenas), and the clan map.
I strongly recommend all Rocket Arena 3 fans grab this map, all the levels are excellent and very involving (perhaps with the exception of the cave tourney map).
Defiantly a healthy 9 from me, the large file size is a small price to pay for the class in a .bsp file that comes in the pk3. And finally, I’m mentioned in the read me! Woo! Thanks Tig. You've really made my day.
Tigger-on shows us that maintaining a review-site and creating maps is not only possible at the same time, but also a good idea :-)
Great looks, and vast diversity in this release Tig. I especially liked the japanese garden (the terrain adds a lot flair to the map, in addition of adding that "real" touch)
Just don't stop mapping, the scene needs you ;-]
It's not quite that extreme - the water texture is pretty delicate, even at picmip 3 it's smushed to the point of no animation, which makes it just a slight grey blend over the pond. Now that I know it's there I notice it, but before I was wondering if I had a missing texture.
I like water as a sound cue, and I'm guessing that's the real point of this anyway. :)
I meant "how you find the time to make wicked maps like this and STILL have the time to review others and maintain the site!"
I don't know what I was thinking when I pressed the submit button.
Excellent flow, gameplay and atmosphere in some great maps.
Honestly Tig, I don't know how you find the time to make wicked maps like this and STILL have the time to pound out your own. Do you sleep?
Great work! Keep it coming.
<|3FG20K>
Thought the 1v1's were interesting, and a VERY welcome change from the usual "here's a big open space to see who's got the lowest-ping LG" fillers.
/me is keeping it
I did notice a little bit of zebra-ing on a couple of faces near the little waterfall bit in it tho, from far away in spectator mode, you know how they appear in a certain range and then disappear when you're closer, its only on two faces of the rock though. :)
I'll take screenshots and email them to you if you can't find them.
Other than that, GREAT!
Great work!
Here are some servers with the map!
207.236.55.124:27960 City Of Refuge(RA3)
208.61.28.142:27960 Tumistomb.com
thx
lurve the little spiderwebs and the plants look cool, I'm just downloading but did play the last beta version and noticed that the respawn when you drop into the lava in one arena which would probably have been better making the players die rather than respawn them cos of the oh lets just jump off the edge cos i will respawn type thing.
some nice variations and ideas there :) N1 :)
hmm RA3 lover _CPMA convert
and every1 else :)
bots will suck in all ra3 maps until they have been remapped with bot entities, bots navigate the levels looking for weapons and armour, since there is neither in ra3 maps the bots will be pathetic.
the only way to play bots in an arena is when it has been optimised for bot play and ra3 supports them, as far as i know none of the ra3 maps have been mapped with bot play in mind but for real life players only.
anyways nice job Tig :), hope the water sounds arnt too loud in the final version :)
L8r
SLoB
So I'll only say about the design , well design is great :)
only thing i don't like is the architecture around the waterfall
Moving though terrain in japaneese part s really enjoyable
this is b/c unlike textures and the sort, q3, once it loads a shader it keeps it, and wont write over the shader if it loads a shader with the same name later. There is no conficts with realmra3map1 either. (hay tig, u might wanna metion this to everyone also, just for their infomation.)
I am currently tring to figure out where exactly the confict is, to see if they can coinside together, if not, sorry tig but im gonna have to deal with missing textures cuz realmra3map1 is played quite often.
but it still needs work:
-i have missing textures in every arena.
-and for some reason (no matter what lod setting i have) Succulent Subversion is all black, i can't see anything? wierd
others: Guys, let's not bring an RA3/CPMA bitchfight in here. multiarena_man made a good suggestion for folks who want a quick way to check out this map in arena play... can we leave it at that? Anything else should go into some other forum.
Can play RA3 type game with CPMA ..plus TDM, DM in multi arenas. All Multiarena maps should have weapons in them now to play them with CPMA and other game types cpma supports, and to help bot movement. RA3maps work with CPMA. Info at www.planetquake.com/pur3maps for info on playing bots offline with RA3maps1 thru 8.
I will delete the file and reinstall it again
CPMA includes the gametype "clan arena", witch is THE SAME (just with cheat protection) as rocket arena.
Don't confuse CPMA with promode, they are different things.
but im missing alot of textures!
I have a few textures missing though, not sure if its just me or not.
On the first arena there a quite a few missing textures, on arena 2 i join the arena and everything is black i dont seem to move (maybe i am moving but its all black so it seems like im not)and the clan arena im missing textures too.
Anyone else or is it just me?
Gj though alot of work has gone into this map!
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