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I wouldn't say he makes "great" levels... he does try to make them different. Thumbs up for that.
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@CZGhost: Yeah but there are minor errors including motionless bots and freezing in gameplay. For Processor it's the same thing.
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But Pasquake makes great levels... And judging by the levelshot, I think it's good map. Just like the level Processor :)
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Wow! Its so bright and light. Sounds fun..
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De map was made for duels max 4 players
unregistered
#17 17 May 2006
SDO, nor for mega-rush ^^ It seemed to be obvious or I will not created it for duels ^^
Colors was volontarily eye-drilleing. That's Tron style, nor metal-style ;)
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ESC ADMIN
unregistered
#16 17 May 2006
We played this alot on our server and the feed back was not good the one solid color gets harsh and the hallways are small and its just left right right left not really cool if you have lik3 18 to 20 people on the LAN and horrible for less then 5 people... the idea is cool...and thats it for us
And for the record quake3 is our number 1 top game we play in the LAN QUAKE3 WILL ALWAYS OWN
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You forgot a think, Derazor arena is the first complete working Tron Map; processor is a "Betatest" of this new map layout.
With time I will make 'em better ;)
P.S.
Next map to add in queque ( 25% ready now :S ) will be Fraggy Island. Also this will be a new kind of map. It will become a completely surrounded by acid mud island :) textures used: bluegenesis, pasquake-base, q3base like PkBrave, and till the end. my opinion on it? strange design cause there's no way to return on the dock-thenochtitlan_style island after falling in mud. It will be a good idea play it on the BazookaQ3 mod with the Overkill game type enabled :)
This time i'm making thinks at Human perfection limit. ALL not visible sides caulked, there will be few bounce pads, but a good amount of platforms to move in and out. I hope i can get in also some "trains"
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Narrow tunnels would be ok but it needs more interconnections between paths but these long corridors are death traps.
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Pasquake
unregistered
#13 06 Apr 2006
Bluemonkey, i've made narrow tunnels cause walls are transparent. Afterall... map is very small, there are 4 jumps for upper space and 4 teleports that move Player/bot on the opposite side of the teleport in the upper level.
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Had a chance to play the level now though I haven't tried the bots.
The problem I had with it is that there are two many long narrow corridors. There is no ability to dodge. So it becomes very one sided. It needs more interconnectivity. There's a pacman map for Counter-strike that is similar but works much better.
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Pasquake
unregistered
#11 05 Apr 2006
@suubst: it works? strange, i've tried but with bad results. There was bots runnung standing on the spawn position. Their legs moving but theitr body is locked :'(
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Pasquake
unregistered
#10 05 Apr 2006
I know that's strange but bot in tron maps can't move i've tryed to resolve that bug but it's like impossible '-.-
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Foo
unregistered
#9 02 Apr 2006
The style is great. Sadly the execution leaves a little to be desired.
I think the styling would work extremely well if applied to a level that allowed for regular walls as well as these translucent blue ones as well, perhaps using them more sparingly as a feature rather than throughout.
Regardless - nice idea.
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good news for all who want to play this map vs BOTS :)
map is NOT
leaked , all u need is just to compile with -forcesidesvisible switch
(bspc -forcesidesvisible -bsp2aas ....)
or get aas here :
kashe.wz.cz/q3a/Derazor_Arena.aas (87k)
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The problem is that these days there aren't that many Quake 3 servers online. And at LANs most people don't want to play old games like Quake 3 these days so without Bot support a map will only get played a handful of times. Like Pyrammid of the Magician beautiful map but I will probably only get to play it like once in my lifetime. If a map doesn't have bot support then it really hurts the number of people who will play it. If anything bot support is one of the most important factors in a map.
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sub
unregistered
#6 27 Mar 2006
well it should not be a big problem to fix the leak spots, but i thing bots are the last thing to consider when rating the map :)
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Metal
unregistered
#5 27 Mar 2006
I tried to compile to add bots but like Tig said map have leaks.
Interesting look for the map.
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Tig Rep. 2332
#4 26 Mar 2006
The reason why there is no bot supoort is because the level has 'leaks', and the bot file would not compile (this is from memory)
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Coloses
unregistered
#3 26 Mar 2006
I dont understand why there is no botuspport, thats just silly. Corridor / maze maps is perfect for bots .''/
MAP MAKER RE-RELEASE IT WITH BOTSUPPORT. :}
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good release!
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wviperw
unregistered
#1 25 Mar 2006
That's definitely a cool/unique look you achieved there! Nice job.
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