Q3 - Reckless Abandonment - Fora_Match1 [Final]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

Q3 - Reckless Abandonment - Fora_Match1 [Final]

Post by foralarx2k3 »

No alpha, no beta, just straight to final on this puppy .... It's pretty much a straight remake of a Q2 map anyway, but I've tweaked geometery / size of the map for the Q3 / CPMA gamespeed. It's aimed at 2-4 player FFA or 2v2 / 3v3 TDM I guess. I've sneaked in a couple of bot cheats to assist them slightly. (The ledge on the trim over to the Quad has been pulled out slightly from the wall to assisted them, though they do ocassionally rocket jump to it from below. And finally I've botcliped the edgeways in the megahealth room so they can get out, though again I've watched them come across the rotating bridge at me as well).

The original Q2 map is called "Reckless Abandon" and the mapname is match1. Until recently it never occured to me that match1 is based very much on DM4 - The Dark Place from Q1.

Anyways enough of the waffle .. here it is in all it's glory:-

Image

Image

Download:- map_dm-fora_match1.zip

Enjoy,

Fora.
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Downloaded it, gave it a spin. Enjoyable. Lighting a little variable – too dark in some parts, a little overbright in others. The former may be exaggerated because my study is quite bright during the daytime and while bright colours are clear, dark ones aren't. I probably would've been a little more frugal with the ammo in the map, and a little more careful with the placement of health items.

The lava's unnecessarily deep, I feel.

The bots seem OK with the map, although they do have a bit of a fixation with the plat near the RG. A JP there might've been a better idea. You could probably camp out where the RA and RL are with the occasional trip to snap up the quad damage.

The styling has a retro feel, which is no surprise given the origin of the map. I also recognised a similarity to the Quake map that you mention.
foralarx2k3
Posts: 306
Joined: Wed Feb 01, 2006 9:56 pm

Post by foralarx2k3 »

Glad you enjoyed it Anwulf, as I said I tried to capture the essance of the original, and I think I'm not far from it.

The original quake 2 version has all the traits you've mentioned, lava's too deep, the lighting isn't brilliant, the texturing is blander than bland to say the lest, hell, one of the angled corridors corners is just completely missing, (I fixed that in my version) almost as if the map was rushed out to get it done in time for the last ever Q2 patch.

As for item and ammo loading hmmm, best not go there really... let's just say... three bullet case right next to the chaingun (my ligthing gun room), I mean come on. And anyone who was any good, and played the original did exactly what you said, camped the RA. In those days we always disabled the quad making that cubby hole redundant.

But for all that was badly wrong with the map, I enjoyed every darn minute of it :). And having finished it last night I was up to almost 4am playing the darn thing.... so I'm pretty happy with it. I've acheived what I wanted and that was to get a Q3 version of the map which wasn't just a straight rip of the original BSP.

I may at some stage in the future consider a revised item loading version, but for now I'm gonna take a couple of days to enjoy this one and then go back and finish of "Steep Learning Curve" before I start on a CTF level for my daughter.

Regards

Fora.
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