http://www.quake3world.com/forum/viewtopic.php?t=9495
Yes you do!
Obviously a map that large would never work I who was aiming for a 1vs1 and all, but I got tired of that map and I started with a source map, about ~2 months ago I started this map again, redid alot of things, made it smaller, tighter, etc and I now I have this:






Now it's a very playabe map, plays poor with bots though, they can't understand the level really, but it doesen't matter, I mostly map for me and my friends to play at our LANs, well I did until they stoped playing FPS ~3 years ago, and now we don't LAN anymore at all :( Anyway, it's a beta, please comment it, bad/good, add/remove so I can release it as final. I have another Q3 map on the layout/design/brainstorm stage you see and I feel that I want to let this map go now :)
Before you write anything, I have already taken some notes on this release, please read them.
Code: Select all
* Bad detail inside (player feels a bit small), what to do about it? Pipes? Cables? What will happen to the overall fps?
* Items, add more? And where?
* Botplay's no good, a player with normal skills should be able to win over several Nightmare bots (this may probably never be fixed).
* No VIS-opt has been made at all.
* Uses detail textures, if you wanna see them ingame, use r_detailtextures 1.
* You need to jump before the slope to get the RA, or get it from the other side. Design decision. This will not change if the RA stays where it is.
* Poorly player clipped at the top, you can RL jump to most of the pilars, but not jump to all of them.
Download = http://www.zfight.com/misc/files/q3/is-beta.rar ~13MB.