Doesn't matter. What made ra3 maps great was having multiple arenas and the team based system alongside it, and I remember reading somewhere that's not going into QL.
Each map had several arenas (mini-maps) within it that were separate from each other. In each of these arenas, you could vote settings that would not affect the other arenas (i.e. roundlimit, teamsize, starting health/armor etc). So on one large map 4 guys might be 2v2ing with each other in one arena with a 21 roundlimit etc, while a clan might be doing a 4v4 in another arena with a 9 roundlimit. It was essentially QL clan arena (all weapons) occurring inside 4 separate maps within one big one. At one point it had a built in MP3 player and IRC client
From the old RA3 webpage:
Rocket Arena 3 redefines what a mod can and should be, going beyond simple gameplay and map additions and adding to the core engine itself. Thanks to the power of client side code in Quake 3, a huge number of features never before thought possible will now take Rocket Arena 3 to that next level. Welcome to the next generation of Rocket Arena, and the next evolution of Quake.
Custom map set by a team of experienced mappers
16 Multi-Arena maps with over 64 arenas to frag in
Four styles of gameplay:
Rocket Arena - The original game of 1v1 or small team combat
Clan Arena - An improved version of Rocket Arena 2's popular pickup mode
Red Rover Arena - An innovative new team game that eliminates waiting and insures non-stop action
Practice Arena - Fight until your fingers bleed
Enhanced custom menu system
New "true-lightning" client-side option to stiffen your shaft
Ultra-smooth new trackcam and eyecam code
Custom scoreboards with color-coded ping and packet loss readouts
Simple voting through the new menu system, including the ability to vote between the four game types
In-game menu based admin allow server operators and their delegates full control
Arena locking and competition mode to facilitate fair clan play
14 track soundtrack with over an hour of music to frag to
Assault Plague 7 - Descent of an Empire
Eleven - Inque
Hayden Cyr - Crush
James Grote - Alienation
James Grote - Razor Edge
Masada - Abscence of Mind
Masada - All Systems Are Go
Pill - Earthman
Pill - Mars Meteorite
Silent Warrior - Backflash
Silent Warrior - Simulant
Sonic Mayhem - Replicator RA3
The Dead Guys - Judge Dredd (RA3 Edit)
Upbeat Depression - Ultra-Violence
tl;dr of what syncore wrote: CA on steroids, both gameplay and timewasting wise. For example servers never went empty because there were 32 players on them and with plenty of alternatives of what to do.
Also its best maps (including arenas and pickups) are miles better than every single QL exclusive map that's every played on CA. Sorry syncerror but it's true.
nope, or at least I don't remember that could be voted. There were an awful lot more voting parameters than QL though, all via menu.
edit: you might be referring to cpm ca, which was callvote-able within the cpma mod (so callvote ca then callvote cpm).
cpma had everything in one mod, like 50 different options in one server and that's one of the many things missing in QL.
OSPCA1 has a feel very similar to Asylum. Lots of open areas for rail heavy play. It also has a few spots for good rocket launcher traps.
OSPCA1 may need a few texture updates to make it fit in with the high quality of the QL maps.
OSPDM8 is a great map and wouldn't need any work to make it ready for CA or Duel. I imagine that TDM would work well on DM8 as well. 4v4 CA on DM8 is very comfortable. 5v5 is fun too, but can get a little spammy.
Always loved map12 ra3, but I'd imagine in qlive it would just be a +zoomed railfest. They've been sitting on map9 for about 2 years or so now, not sure what the hold up is. Another vote for ospca1.
But then comes the problem. Without the arena/team system that ends up having to add to the game all map12 arenas separately, which most probably won't happen, and 19 consecutive rounds of the same small arena is boring.
It sort of works with big arenas/pickups (ra3map9 for example) as that's the way those were played in first place, though it is not the same anyway (no matches and rounds, can't join arenas when bored).
I do agree. At the very least, when they started adding the rocket/duel arenas they should've made it a separate gametype with max teamsize 2 and gave it the proper queue system (ra3's queue). I remember Sync saying a while back that trying to do the ra3 multiarena setup would be way too much work.
Shaken Not Stirred from ra3map2 has some kind of charm to it that I like - maybe it's that soothing waterfall in the main room, or because I'm a sucker for tech + organic amalgamations - though, it'd admittedly be better suited for FFA than CA due to some of the tight corridors. It'd also need some major visual upgrades.
I hear a lot of people liked ra3map4's CA with the castles and all - there was even some defrag movie that had someone hopping around it in the credits, was pretty mesmerizing, hehe.
ra3map8 has some neat gimmicks like that one map with the swinging crane and the trapdoor, and the CA is basically a rehash of the Warehouse (q2dm8) from Quake 2.
ra3map15 has the Stormatorium which was released as a separate map previously like Overkill - I believe a lot of people liked this one as well.
Edited by EmeraldTiger at 19:32 CDT, 25 October 2012