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Unorthodox layout of base, center and their connectivity, but imo detrimental to gameplay. Too many poweraps in the middle too. It might be possible to gain easy control of the three. There is an interesting door in the base that can be locked, which gives some cool strategic element to it. But still this is not enough to elevate gameplay to a quality level.
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Not me.
unregistered
#41 06 Apr 2002
I was gonna download it, but after seeing the bigoted comments on his webpage where he advocates racial profiling and scrutinizing "every single middle eastern person living in this country" just because of the actions of a few neanderthals, I think I'd rather not. Hal the neo-Nazi has left a very bad taste in my mouth.
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Cyco-Dude
unregistered
#40 01 Jan 2002
a decent map. it wouldnt been a lot better if it had a vertical aspect, as it is, only the bases have a second floor. i think the middle choke (the bridge and the underwater moat) shouldve included 2 entrances (or perhaps and roof entrance?), as it wouldve made it easier to get by there. the button for the from gate it amusing, but worthless since you can just stand there and hold the gate closed. there is Z-fighting on both sides of the moat. there is Z-fighting on those cross things on the ceiling. the blue button goes out, instead of in. there is no txt file in the zip or pk3. there is no arena file.
i DLed your 2nd version, there is still Z-fighting on the cross things and on the red side of the moat.
all in all, a good-looking map, but i think it wouldve been better with a vertical element, such as roof-top pathways. 7
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Cyco-Dude
unregistered
#39 01 Jan 2002
a decent map. it wouldnt been a lot better if it had a vertical aspect, as it is, only the bases have a second floor. i think the middle choke (the bridge and the underwater moat) shouldve included 2 entrances (or perhaps and roof entrance?), as it wouldve made it easier to get by there. the button for the from gate it amusing, but worthless since you can just stand there and hold the gate closed. there is Z-fighting on both sides of the moat. there is Z-fighting on those cross things on the ceiling. the blue button goes out, instead of in. there is no txt file in the zip or pk3. there is no arena file.
i DLed your 2nd version, there is still Z-fighting on the cross things and on the red side of the moat.
all in all, a good-looking map, but i think it wouldve been better with a vertical element, such as roof-top pathways. 7
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andrew
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#38 25 Jun 2001
how do you open a file after u download?
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Cool Cuzzin
unregistered
#37 09 Jun 2001
not bad...looks like the classical look for da castles.
Good effort and good gameplay.
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hannibal
unregistered
#36 02 Mar 2001
Apparently the link I gave below get smoked by Telegragged. here's the general link to Hal's site, you can find the maps from there.
<a href="www.whatthehal.com/" target="_blank">www.whatthehal.com/</a>
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hannibal
unregistered
#35 21 Feb 2001
There is an updated version of this map (HALCTF2B) at Hal's site that improves this puppy. Go to: <a href="
www.whatthehal.com/maps.html." target="_blank">
www.whatthehal.com/maps.html.</a> I dig this map to high heaven--unique in that opponents can pop into the crossroads area with little or no warning...thus, some up-close and frenetic fighting in the mid ground. Good stuff!
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{GDC} -Nekrataal-
unregistered
#34 28 Jan 2001
Played it several times on LAN parties. This map ist great to play although a little bit hard to defend. We tried setting up defense on our half of the middle section (where everybody has to pass) which turned out to be a success.
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Sar
unregistered
#33 21 Jan 2001
In your Baseq3 folder
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not entered
unregistered
#32 20 Jul 2000
hi, what folder do u put this map in when u downlaod it?
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[spider]
unregistered
#31 28 May 2000
Very kewl map... Has a Dueling Keeps feel to it...
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-=blazescooter=-
unregistered
#30 15 May 2000
I thought it was a good ctf level with a good fun factor and great gameplay I would recommend downloading as soon as possible.:)
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Vinalys
unregistered
#29 20 Apr 2000
Euh... G voté une fois de trop, désolé. J'avais mis 0 et g corrigé avec 9.
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Vinalys
unregistered
#28 20 Apr 2000
Pour les français: Très belle map de CTF avec des chateaux et des Arrrghhh...
~8)
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Vinalys
unregistered
#27 20 Apr 2000
Pour les français: Très belle map de CTF avec des chateaux et des Arrrghhh...
~8)
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Jago
unregistered
#26 03 Mar 2000
Great map
good powerups
nice frag place !
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Grunt
unregistered
#25 23 Feb 2000
I think the map is really nice and good gameplay. Although you have to be pretty many if you want to have fun so I use to play 4on4 on this map... 2on2 wasn't enough I found out. I have some complains anyway, I don't know what other think but I think is too tight at some places and sometimes it feels like a labyrint and sometimes you can't find weapons at all. But you have been made a hard work on this, the design is awesome and so is the gameplay (when you are, like I said before, many people) Still I have just played this map against bots but I have a LAN this weekend at my place and then I'm going to show this to my friends. I think it's gonna be hell fun! Go on mapping... cya!
The Swedish Grunt
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Fool
unregistered
#24 19 Feb 2000
Really nice CTF map. It feels good to have someone looking out for us CTFers out there. Strategically great map, except for one thing. It's a little too easy to grab the flag and haul balls out of there. (Especially playing against bots, even on "nightmare".)There are too many turns that the chaser can't get a good shot in. I can't cry too much though. Just makes a team develop some strategy.
But let me take some personal time for a suggestion. Can we in the CTF community get a "paintball" themed level. A little something different from castles and goth cathedrals. Something outdoors. Grass, hills, and tree's maybe. A river?! OMG! Obstacles, bunkers, and sniper towers; OH MY!
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Godzirra
unregistered
#23 18 Feb 2000
Damn good remake of the Forgotten Mines from Quake 1. Almost all features from the original. Niced added features are the "spy cams" to alert your of incoming enemies. VERY NICE!!!!
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Octovus
unregistered
#22 17 Feb 2000
Nice work... but the porticullis lowering button did get
MAJORLY annoying after a while.. I ended up just kicking people who wouldn't let up on the damned thing once in a while. I think some music might have done the trick in giving this map the correct feel.. this is probably my third favorite custom ctf map, beaten by Japan Castles and Two Halves. 7.5 outa ten, but that don't exist.. so 7, srry.
Happy fraggin! Octovus
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=PCI=Solicitor
unregistered
#21 16 Feb 2000
great map. Its hosted on Visi =XL= q3ctf newer maps
209.98.###.### (can't remember my server ip right now I think its 32.38) Just sort it alpha by server name.
This and 3 other good maps + the 3wave maps are on multiple T3s!
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NoMercy
unregistered
#20 08 Feb 2000
All I can think when I see this may is how my map (in slow development at the moment) is a poor excuse for a box compared to this.
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Player
unregistered
#19 07 Feb 2000
Good map with nice architecture and layout.
However, there are 2 things I think could have been improved:
- Powerups too close together. It's easy to get all 3 with 20 seconds left on each. Moving the haste/regens to the courtyard right outside each flag room would probably be better.
- A wait should have been put on the portcullis button. As it is now a guy can stand there and hold the button in, basically making that entrance useless. If, however, the button couldn't be pressed again until 5 or so seconds after the gate came back up, it would require more strategy and teamwork for effective use.
Good luck with your Ra3 maps.
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Twitchfactor
unregistered
#18 07 Feb 2000
Thumbs up...
(and I'm totally tired of castles / gothic)
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Tigger-oN
unregistered
#17 06 Feb 2000
goto console
type /g_gametype 4
type /map halcft2
thats it, if you have any other problems send an email of to hal_9000@bellsouth.net
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Riot
unregistered
#16 06 Feb 2000
I can´t get this map to work! =(
When i write in the name, it starts to load, but when it comes to the pak, it stops, and i see i a Q3 menu again...
Can somone help me? I realy wanna try this map!
Mail me at: Shar@algonet.se
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Tigger-oN
unregistered
#15 05 Feb 2000
to add ANY map to menu, follow these simple step;
1, open pak0.pk3 in winZIP or some other .zip program
2, extract the file areans.txt
3, open this file and edit to taste
4, make a folder called scripts in the root of a drive (ie, c:scripts) and svae areanas.txt in this folder
5, make a .zip file with this folder info called z.zip in your quake3arean/baseq3 folder
6, rename z.zip to z.pk3
7, start quake3
- i guess i could have said this a bit easier, however its not a hard thing to do, you should get the idea from this anyway (i hope :])
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Stone Cold Spider 3:16
unregistered
#14 04 Feb 2000
HAL9000
now u have the details
eva thought out re-releasing this map so it shows up in the menu???
just an idea =)
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d3f3nd3r
unregistered
#13 03 Feb 2000
Hmm. I like it. It's not overly complex like some fort maps are, which makes it playable for smaller-sized CTF games. One problem I noticed, however, was some type of texture corruption I got on the wall outside of either underwater tunnel entrance. (Lightmap, 32 bit color, 16 bit textures, texture detail 4/4)
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HAL9000
unregistered
#12 03 Feb 2000
Hey, thanks for the compliments guys.
A note on why this map doesn't show up in the menu. It was finished before the details on how to add the map to the menus was available.
From now on, all my maps will be in the menus :)
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AssBall
unregistered
#11 03 Feb 2000
Thx.. it was one of those days..
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speccy
unregistered
#10 03 Feb 2000
AssBall:
mote: tiny particle of dust
moat: what this map has
Sadly q3a only renders the latter at the moment.
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Stone Cold Spider 3:16
unregistered
#9 02 Feb 2000
GREAT MAP!!!!!!!! thats all i have to say :)
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Vd
unregistered
#8 02 Feb 2000
But oh so right-angular again. Come on guys lets push Q3 where it can obviously go and stop all this q2 style maps with the odd curve and nicer textures.
Q3 is capable of so much more, believe me. Look out for Dusk Duel nearing the end of this month.
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TechBlade
unregistered
#7 02 Feb 2000
Dam good job!
I hav'nt seen a map this good for a long time!
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Kancer
unregistered
#6 02 Feb 2000
Oh and I wish more map authors would set the map up so that it shows in the Q3 menu. Guess i'm spoiled from most of the new maps that do that.
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Kancer
unregistered
#5 02 Feb 2000
My calls have been awnsered for a kick ass CTF map!
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Tigerhawk
unregistered
#4 02 Feb 2000
Hal9000 has produced another amazing map! <b>Great work Hal!<b/>
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AssBall
unregistered
#3 02 Feb 2000
I have really nothing bad to say about this map. The technical part of the construction is flawless for my purposes, and the archetectual part is equally appealing. It runs very well on my ass-licking V3.
Item placement is great (esp. the quad and the extra ammo for campers in the rafters). I also like the switch which pulls down the steel gate. The moat (mote?) is a nice feature as is the building between the two bases. It looks like you'd need around 6 people to play on this map to make it fun. Unfortunately I don't have that many friends :).
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0xide
unregistered
#2 02 Feb 2000
Breathtaking.
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Lard
unregistered
#1 02 Feb 2000
hehe, neato map bro, let's hope your RA3 maps will be this good :)
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