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Revenge of the Vortex - Q3
Hal9000

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HelterSkeleton
27 Sep 2019 #8
look: this is a rather strategic ctf map: its HAL9000; he knows exactly what he is doing with ctfs. having to move forward into the opponents base to get to the middle ground is really well thought out. So too (although I do not like it at all!) is the idea of the small flag platform with no safe space to drop. if a shot doesn't send you into the abyss, you fall into the basin of the opponents base with only pads to get you out - so if their defence is set up well you may as well as have fallen into the abyss. This sets up a gridlock where you either defend against an attacking team or vice versa. the only way out, if you are going to win on flag captures and not point scoring is if both teams go on attack and fight it on the middle ground which is interesting in itself because he makes that area meaningful but annoying if you like to play on the basis of flag capures. if there would have been a red armour at the bottom of bases or an outward teleport/portal this might have offset the base kills of flag capturer/s heading onto the flag. Unfortunately, it means the imbalance of forward captures is not offset by a balance of retreats making it a very frag-based defensive or offensive level. interesting to play on and I would play it again but the vortex revenge cuts its nose off to spite its face. not quite a perfect score.
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Microphone Joe
25 May 2001 #7
I'm downloading this one now, for both Q3:A and TA.

Hal9000, you rock.

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Kinstonian
22 May 2001 #6
Oh and i'm not much of a spacemap fan but thats pretty good. I won't even try to critique you, it would be like me telling the iron chef how to cook :D
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Kinstonian
22 May 2001 #5
Well i was going to wait for Tig to answer this but he treats his fans like a cheap whore and hasn't replied to any of his comments for a long long time now :) As a matter of fact i think your a better mapper now :)

Whats the thought process you guys go through for creating maps. For instance do you just start doodling on paper or in Radient? Or do you have a pretty good idea of what you want before you start? Do you always have item placement and flow in mind from start to finish? What helps you come up with ideas? Just a lot of creativeness and thinking?

I'm having a problem trying to get other maps out of my head and being creative. Having a window or windows on the side of the middle like on Mckinley base is implanted in my head and its like i must add that. Same with ledges like on Q1 DM6 and a lot of other maps but i guess thats getting pretty general... How do you stay creative?

I'm looking for the do's and dont's on item placement, how to avoid camping, where not to let teleporters teleport, etc, etc. I have found a lot of tutorials on how to make a map using q3radient but they all leave out a important factor in making a good map. The thought process and what works and what doesnt when it comes to the design...

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maddog
22 May 2001 #4
sorry bout the double post:)
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maddog
22 May 2001 #3
hey great brush work...nice and clean:)but i do agree leave the bots out,they have a big thing with the flag platform humans would (of course)be a hella lot better overall excellent job:) keep up the good work
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maddog
22 May 2001 #2
hey great brush work...nice and clean:)but i do agree leave the bots out,they have a big thing with the flag platform humans would (of course)be a hella lot better overall excellent job:) keep up the good work
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Knight Cloud
21 May 2001 #1
If you put the sky box a space with stars it would be great.
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Theme:
Bots:
Textures:
Not set
Comments:
8 comments (7.04 yrs ago)
Ranked:
Downloads:
2,920 & 305 LiveViews (daily avg. 0.35)
File:
halq3ctf10_v2.zip, 1.83 MiB
PK3 date:
11 May 2001
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