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Survivor
Rebel Assault

Added: 4 Jul 2001
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sedawkgrep
12 Nov 2025 #12
This map has the feel of an author still experimenting with ideas.

The map is basically a collection of rooms around a vaguely centralized center section seen in the picture. There's some vertical play in this room, both down to the quad below and to the area above. The layout is a little hard to grasp at first, with teleporters and wrapping hallways seemingly ending up not where you expect. However the whole thing comes together well enough to be fun.

The big complaint I have is the winding hallway that leads to the haste. That section is just poorly done and shouldn't have survived testing. Also, having the haste all the way out there seems like a poor decision; a more interesting or worthwhile powerup should be there instead, as it's a little risky to grab and there's no other way back into the arena.

All-in-all and alright map that has some memorable areas and moments.

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Edited 560.19 days after the original posting.
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This is what you get when you merge Quake and Quake 3.
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FR
23 Jul 2001 #9
nanoSpawn & Rebel Assault need to play nice together ;~)

Handling criticism is part of being an artist...in any field.

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FR
23 Jul 2001 #8
Plays okay, but the BROWN BROWN BROWN-NESS just makes me sleepy.
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nanoSpawn
6 Jul 2001 #7
First: i didnt want to piss off anyone, i was just exposing my opinion.

Second: I was not criticising the whole curvy corridor (nice work there, yeah) but the playability in there is annoying.

Third: The point about doing map is not do awesome curves, but do awesome and fun maps.

4th: i dont wanna argue about this map being better than spwn3dm3 (Aeternal Nights). Why? Although is not as much detailed as this, it has its own layout, and is not a straight conversion from Dm6 (nor any other map.)

4th: Spwn3dm3 is pretty much done (not just a corridor). So stay tuned. I've been pretty busy last months, Real life just pisses me off.

5th: Plz, do not take any offence, im not intending on insulting you, nor criticising your job, no anything. I just expose my opinion, i'd love every single map to be as good as bal3dm4 or lun3dm3. I myself cant do maps as good as those, and are those maps which i envy, but i like to always press a bit, so that the mapper can think "yeah, that would be better". I do it a lot at quake3world, so its not just against you.

Again, plz dont get angry, ok?

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Octovus
6 Jul 2001 #6
Um, I hope you and nanoSpawn are carrying something over from some other forum or the beta section and not just getting angry at eachother here....because nanoSpawn hardly said anything, ya know. Haven't tried this map yet but I 99% will if I have the time (I wish I had more of that :-)

Actually, I hope you two aren't pissed at eachother at all, but broadsword? He says he doesn't like the curvy corridor and says the same thing as cyberhazard about the aesthetics, and then you call him envious? Yeesh. I can't make a curved corridor either, and I don't happen to care, fyi ;-)

-Octovus

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Rebel Assault
5 Jul 2001 #5
Nanospawn, the map may not be perfect, but at least is finished. You have done two maps lots worse than this an a third in a process of construction that never ends.

Try to create a corridor like the Survivor´s curved one if you have guts.

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broadsword
5 Jul 2001 #4
nanospawn... hmmm... too mmuch envy... but... can you make a curved corridor?
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Assalicious
5 Jul 2001 #3
This map would have benefited aestheticaly from the new curve shadow casting shader option.
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nanoSpawn
5 Jul 2001 #2
Hum, too high r_speeds, kinda annoying gameplay in that "cool" curvy corridor and inconsistent aesthetics, i havent enjoyed this too much...
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wviperw
5 Jul 2001 #1
those are some nice curves you have going in that map there! i like the little curvy hallway that leads to the Haste the best.

R-Speeds got a little high though - 20k.

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12 comments (325 days ago)
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Downloads:
2,462 & 316 LiveViews (daily avg. 0.30)
File:
survivor.zip, 4.92 MiB
PK3 date:
8 Apr 2001
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