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I've always admired how Blemish took full advantage of the cpm physics in this map. With its creative use of architecture and clever placement of jump opportunities it makes for a highly connective tourney that is literally just saturated in routes for something so small in size. Promode on steroids!
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I've never played cpma in anger, I've always preferred vq3, but then I'm strange that way. Do not be put of by the cpma tag. This map transcends that label. The ability to flow around this map with maxfps and circle strafes as well as using the odd light fixture even in vq3 is what puts this map head and shoulders above others. If you are not into cpma I encourage you not to pass this map up, it has stood the test of time as one of the truely great play experiences.
Edited 24 seconds after the original posting.
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You should experiance new types of textures for your maps all i see is the same textures
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Foo
unregistered
#9 02 Feb 2006
After some 1v1 on lan I came to the conclusion that the lower GL area seemed weak and vulnerable - almost to the point of being redundant. Then I discovered the window ledges down there and the balance came back to being near perfect.
Many jumps to master, the level plays well in vQ3 but absolutely shines in CPMA.
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Map cpm15 it became. Best? One of the many=)
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krekits
unregistered
#7 07 Sep 2002
Thumbs up!
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*parpi-K*
unregistered
#6 07 Sep 2002
very nice map!!
Is there also a no-quad version planned?
9 from me.
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pjw
unregistered
#5 06 Sep 2002
Nice one. This is certainly my favorite in this particular update. Distances/movement/layout is very well thought-out in this map. Nice clean look as well.
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Akuma
unregistered
#4 02 Sep 2002
Very nice map, I've watched many very good CPMA matches on this map already :)
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xfoo
unregistered
#3 30 Aug 2002
Well, blemish knows what he's doing in every aspect but the spawn spots :D
Hopefully that will be fixed and re-released in some other form (wink wink).
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Kell
unregistered
#2 30 Aug 2002
I agree with wviperw, blemish knows how to make a tourney layout. Try counting how many jump-distance surfaces there are in the map, and the ways the teleporters can be used to ambush. And it looks cool too.
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wviperw
unregistered
#1 29 Aug 2002
This is like THE map to have if you want some GREAT CPMA gameplay. Theres a reason why blemish was added to the CPMA design team--he definately knows what he's doing. And this map illustrates this very well. Everything is very solid, yet not too simple, giving a deeper, more tactical type of gameplay. Also, the abundance of trickjumps means you're always learning fun new things in it.
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