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ts_pm3 [q3 map - beta]
Posted: Thu Sep 22, 2005 8:40 am
by TymoN
Hi
It's my new promode map.
Medium size map designed for 1vs1 duel, made in nice Rorshach's textures. Nice Layout and gameplay(I hope).
Waiting for Yours comments
ts_pm3 - beta
Screenshots made voodoochopstiks (thx)
ts_pm3 - beta
Posted: Thu Sep 22, 2005 9:21 am
by TR!N!X
from what i can tell from the screnshots, i looks really good but i dont like that floor texture, the one with the circles in it.
Posted: Thu Sep 22, 2005 9:47 am
by Oeloe
Those circles won't bother you when you're playing.

Posted: Tue Sep 27, 2005 8:55 pm
by StormShadow
slowest dl ever
ill post some feedback in a bit
Posted: Tue Sep 27, 2005 8:56 pm
by Hipshot
This is nice! Love the rust/light!
Posted: Tue Sep 27, 2005 9:46 pm
by StormShadow
Okay, first off, really good use of texturing and architecture, particularly while maintaining a functional map with good fps, etc.
A couple issues:
1) The textures may be a little 'busy' for a competetive mod like cpma - unless your picmip is up pretty high, you may get distracted by the texturing.
2) There is very little variation in texturing, architecture, or lighting throughout the map, making it a tough to learn. Unless you know the map well, its quite easy to get disoriented.
3) The rockets/grenades dissapear into the teleporters.
Other than that, I thought the flow and layout were great, as was the item placement. I had one or two issues with the gameplay, but ill let the CPM crowd give you feedback on stuff like that

Posted: Thu Sep 29, 2005 4:13 am
by surgeon62
I really like the map, but I would have to second StormShadow's comment on the similarity between areas of the map and how that affects your ability to learn the layout.
I have no problem with using variations of a single color throughout a map (as a matter of fact the map I am working on now uses primarily gray textures - see it here:
http://www.quake3world.com/forum/viewtopic.php?t=10488), but I think you have to offset that with variations in the layout of areas of the map.