My Three Modified Q3 Maps
ctf3+ in mid, 1 of the stairs is still caulked. Also the low narrow passage is far too easy escape root on all mods.
ctf2+ bounce texture isn't aligned.
I can't understand for what mod these maps are tbh, too many items for regular q3, and again, too many items and narrow corridors for e+.
Better work on 1 map and polish the way it plays and looks, than spread in 3. Finally, build maps for game modes you actually play and know, cause it doesn't look like you actually play ctf. If you still want to build for ctf, better ask guys that play it for alpha feedback.
--respost--
btw, massive fps drops. Nightmare to fix that now, next time build your map properly from the very first brush.
--edit--
Ye, it's a vis hell, fixing it now is like breaking rocks in prison.
<3 ID for creating an arena game and then NEVER giving out new official maps but letting the community with a map building program that needs you to understand fully how the engine works to actually build a playable map. Doom 3 failed. Quake 4 failed. QuakeLive will fail. Quake 5 will fail.
Valve ftw, and sorry for the rant.
btw, massive fps drops. Nightmare to fix that now, next time build your map properly from the very first brush.
the greek pecker is right, there are many bugs about textures over other textures some textures are bad added..., the general feeling is so laggy. But i liked some ideas from that ctf2 remake, the best one was to remove the water, looks good, that room behind the flag, that is also nice, the teleporter in mega is pretty good as well, no doors.. it's good.
My suggestion would be not to built remakes (if this gonna be for e+ ofc) with so narrow corridors, if u do a remake try to addapt the map to the gameplay, those corridors will end in a fast bfg slide + spam, the best example is the lower corridor in ctf3, lul that's crazy.
keep it going mate, and thx for posting this maps.
@tar, are u a bot or u still alive?
just tested them. Really good work, must have taken time to make them.
I like the ideas and design, but like the others said "fps drops are huge" especially on ctf2+ (125 went down to 40 in some parts) Agreed that removing the water was a good touch. But seems lilke there are too many obstacles to make decent bfg shots now. The tourney ctf map would be better as a 1on1 actually with those large pillars. Good work, (maybe talk to insane kid for some fps advice)
@tar, are u a bot or u still alive?
Very much alive and kicking, still playing q3, just in different beaches
--edit--
Reno is right, talk to insanekid and/or read some proper mapping guides and gtk manual.
wrote:@tar, are u a bot or u still alive?Very much alive and kicking, still playing q3, just in different beaches
pfff, where? (cpma cpma cpmac apmcapmcapmcpcmpamapcmpmpampamcapampcamapmca CALL ME!)
wrote:wrote:@tar, are u a bot or u still alive?Very much alive and kicking, still playing q3, just in different beaches
pfff, where? (cpma cpma cpmac apmcapmcapmcpcmpamapcmpmpampamcapampcamapmca CALL ME!)
+1 For cpma
wrote:wrote:wrote:@tar, are u a bot or u still alive?Very much alive and kicking, still playing q3, just in different beaches
pfff, where? (cpma cpma cpmac apmcapmcapmcpcmpamapcmpmpampamcapampcamapmca CALL ME!)
+1 For cpma
fuck cpma physics
fuck cpma physics
i'd say fck bugged fps-dependent physics in OSP
and fck all raged vq3'ers, who start retarded flamewars about "bugged" physics every now and then, on esr/promode boards.
@Raki
Sorry for hijacking your thread
f8, if u didnt get it yet, not just vq3 is bugget in cpma, also cpm physics are totally off, osp physics are stable looking on physics of cpma mod.
best example is bridge 2 rail, try it in cpma and try it in osp, u will feel a big difference.
f8, if u didnt get it yet, not just vq3 is bugget in cpma, also cpm physics are totally off,
what you call a "bug" cpma devs call a feature
btw. only tru no-lifers can whine about their jumps being 1(2) unit( lower than in osp, get a life maybe?
EOT
(wanna continue this pointless argument? goto esreality where it started.)