promode level editing competition posts results

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

=Ppppppppppppppp
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Congrats, stormshadow. It must've been close: the first three were all top notch maps IMO.
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

thx... its not first but its good enuf :)
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I blame the Swede! :p
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

imo 1-4 rocked, last 2 sucked :D

Yeah, honestly it might have been me, I constructed most of the layout, and therefore the tight corridors making it easy to defend, I like it that way, but most of the judges didn't. People seem to agree it is one of the better looking ones though. The three we lost to are all very good maps, and I like them.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Pext
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Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

gz! :)
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

yours is too tight.. mines too open.. maybe we should combine the two and make a super map.. :D
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

invertedpenguin is way too polished right now for me to be arsed to move stuff around.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

lazy :p
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

i was joking..
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