There's little flow, it needs clipping, corridors are to narrow. I won't start it a second time.
Maybe it'S because q3 has evolved quite a bit since 2000, but today, this map does not impress me.
Nowadays I load it up for taking some cool screenshots =) bloody well worth it.
Was well worth it.
These dmm maps play well with the alliance mod.
Excellent bot play.
Im running a voodoo3 ? Why no textures
anyone ?
damnSPECKYmap
...tho should have some diff. looking area...it's all same-old same-old.
lvlworld.com/text/txt/lvl_arena
9 on game play
9 on flow
9 on texture
as a side note i can see the earth through one of the concrete pilings near the earth as u may or may not know.
HEARD THIS IS A GREAT 9MB MAP...
BUT WHERE ARE THE TEXTURES...?????? SOmeONE PLS MAIL ME OR POST UP A HELP TXT.
IS MY v2 GIVING ME PROBLEMS?
Exhilarating...
SPOG should be with ID!
SmallPileOfGibs knows no boundaries and he out did himself in this spectacular creation. I respectfully give SPOG a well earned 10 and a heartfelt BRAVO!
This is an addon with properly converted textures (done with S3's permission) so anyone can see the map as it was intended.
I have a Geforce Annihilator. Now correct me if I am wrong but doesnt the Geforce support all 5 levels of Texture Compression Or was the high res version EXCLUSIVLY for the S3 cards??
I am running Win98/Win2k (duel boot) with nvidia detonator 3.68 (win98) drivers and 3.78 (win2k) (if it helps at all)
If anyone can help I am at aard18@hotmail.com
Cheers.
ps. what i played of it (with no textures) seems very cool, cant wait to try the low res version :)
Happy fraggin! Octovus
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and nothing else happens.
...Positively...
...Unbelieveable!
It gets a 10 for ingenuity.
It gets a 6 for flow (could've used some teleporters at the bottom to get people back up to the top).
The globe is amazing, but the halways are amazing too! Man, the BSP must be crying! Amazing that it runs so fast.
Totally disorienting also. If you just travel in one direction for a while, you'll forget whether you're going up or down.
Oh...
To get the globe-shader to work, turn HIGH QUALITY SKY ON (something I leave on always, but some guys @ work think the game needs to be played @ 80fps! Go figure).
If you don't use that diamond card then make sure to download from this link
Chris
/r_fastsky 0
I didnt see ANY of the textures... how can i fix this?
amazing
Brushwork blows away!
Keep on Spog!
It's an awesome map, btw.
I think this could be the start of a new wave of interesting maps...that is if people are up to the skill and challenge of making non-cube maps.
Good work man!
I'd like to have had more time to do the weapon/item placements, and to actually test it with humans.. the weapons could have been a lot better spread out and balanced.. but the bots seem to like it =).
I couldn't get the .arena file working either (last minute thing) so it doesnt show up in the menu unless you make one yourself.
I felt like doing something different from the norm for q3.. so the "armour + weapons high, health + powerups low" placement was another experiment, which forces you to keep fighting your way up higher to get the better items and weapons.
It think it does feel too corridory for a DM map.. it started as a single player map (that part with the earth and the corridors around it) and was converted to DM in a rather limited time.
Better placement of clip brushes would have improved the feel too.. also there are too many in the upper section, so it feels rather cramped in the corridors - it was fun in an early version where you could have a proper fight in them =).
Its also designed for strafe-jumping.. long curved steps are perfect for keeping your speed on the way up, so you can get from quad to RL in a pretty short time =).
In the end, the main goal of the map was to look awesome to show off the hardware - unfortunately the converted version is missing almost all of the better shader effects, so you don't get the full effect, but theres a properly converted version coming soon, i hear =).
Otherwise it's really damn refreshing! No goth, no evil demons. Just a trippy map with cool little details and nice game flow.
Awesome work with the curves and a lot of parts are very impressive to look at... but it does lack in gameplay.
SPoG is one crazy dude, look out =)
Item placment is a little "uh" but man it's just so cool to walk around !!
The weapon placement kind of annoyed me too. Because of the layout, it is difficult to do well with the shotgun and rail gun. I found that most fights were conducted with rocket launchers or lightning guns.
I like that a quick rocket jump can get you out of the lava or get you quickly up to an adjacent staircase in a hurry.
Flow is very intersting. It's actually very connected as long as your going downhill - loads of little pockets to fall through behind unsuspecting Quakers. Lots of grouping around the RL. Not very much around the Earth - which is a shame 'cos it looks kind of cool.
Item placement is kind of annoying. You can really hog the Rl becuase there's loads of health a few strafe jumps away. And the Quad is 10 seconds away not leaving you much time to clear out the rocket hogs.
The Rail is begging for severe camping - is that why there is a RL next to Earth above?
Speaking of strafe jumps, the upper corriders are very cool for that esp. going downhill.
I note the lack of jump pads which I didn't miss at all.
Navigation is tricky at first though I found it easy to understand after a few minutes.
Techically very well executed.
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