good to see. there are zillions of unused custom maps made by skilled mappers and pukka aint the best of them for me... they are just too much spread out over the internet; these which i found where published on polish org board.
we should find as many maps as possible and find 3-4 new maps to upgrade old mappool. cpm24f and monsoon should be included for sure IMO.
hate it, i could do a better job of adapting this map to quake 3 (not the mapping part... i dont know how... but changing the scale of things)
it cant decide whether its for cpm or vq3 because there are pros for one which are cons for another... and vice versa
sorry for the flame but it i hope on full release its nicer
atm the tele is fucked for CPM... sometimes when you jump before you can then jump out and onto the mega... othertimes you go about 10m in the air.. this is probably just me though... but the same is so for going 10m in the air when you jump onto the ledge from lg to rocket... why so high?
the doorway leaving ra and going into the TELE (under the bridge) is wrong, half the time you hit the top right of it if you are not going in at the right angle
in vq3 you cant even do this ledge to rocket most of the time but you can do the tele to mega pretty much every time... in cq3 this map im sure will work better compared to vq3 (i didnt try it.. but i beleive it has ramp jumps) but no-one plays that
i can do most of jumps there and my movement sucks, i cant even to bridge to rail under pressure... jump to mega takes just one good strafe, but most ppl will do 2 jumps I guess. the ledge to rocket is quite simple, you just have to get right angle - its very easy to predict where you gonna be when youre doing this jump. all in all its only silly rl youll get, doesnt pay off really.
and concerning cq3... ppl just keep saying "you dont like X in vq3 play cq3". ok, but against who, bots? until eswc or other inflential tournament will switch to it NOBODY will play it, so it is like it never existed, actually.
I would make it a drop down to the bounce pad room. Like that if you get rail you can't get out of there from where you got in you can do it at the cost of a height disadvantage. There is no need to exactly copy/pasta Q4's monsoon for q3... Adapting it to q3 would make it enjoyable.
please include the extra ledge to help jumping in vq3 (at that ramp from LG to RL, 50 HP) by default.. in CPM that jump is piss easy with or without that aid, so it doesn't matter, therefore it should be like in vq3 by default.
also please include by default:
- the extra ledge tip to help jumping in VQ3 (at that ramp from LG to RL / 50 HP)
- the extra wall edges at the railgun for getting out
i don't see why not include those by default?
the map will work both in CPM and VQ3 with no need for that script that people might not be aware of.... or keep forgetting the command
there is no gameplay difference when including those.. CPM players will completely ignore the wall @ RG, because doing the ramp jump is so much easier.. the extra tip for the ramp @ RL / 50 HP doesn't help in any way being an already easy jump for the CPM gameplay
please think of the incoveniences.. why have two versions of the same map when 1 complete version would work for both gameplays?
Edited by Aquashark at 03:33 CDT, 20 September 2008