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Posted

I didn't want to disturb the Q3 challenge, but I talked to Sprony and it was alright.

I started this level last year at Grin, but then I never had time to finish it and I've been coming back to it a few times every year, but this summer I decided to just fix this shit up and release it, so here it is.

It's a FFA and 2v2 for vanilla Q3, I haven't really played it much but it should work "alright".

Download: http://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB

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5 years of hardship is over - it ends here.

Posted

I'm on this like stink on a pig. Looks freaking awesome dude, can't wait to run around it.

 

edit:

 

So this really holds up to scrutiny in-game. In fact, I think this is one of my favorite levels I've played recently. I love how there are so many raw ideas here, broken tiles, leaves climbing walls, tiny lights on gritty but elegant textures, interesting spaces, tons of vertical details. The level is almost overflowing with effort and thought. This is seriously an excellent excellent map. Great work. The only thing I'd say is missing is a tangible sense of purpose or geographical logic, but the sheer polish on the abstract level is enough to quiet those concerns.

Posted

I'm on this like stink on a pig. Looks freaking awesome dude, can't wait to run around it.

 

edit:

 

So this really holds up to scrutiny in-game. In fact, I think this is one of my favorite levels I've played recently. I love how there are so many raw ideas here, broken tiles, leaves climbing walls, tiny lights on gritty but elegant textures, interesting spaces, tons of vertical details. The level is almost overflowing with effort and thought. This is seriously an excellent excellent map. Great work. The only thing I'd say is missing is a tangible sense of purpose or geographical logic, but the sheer polish on the abstract level is enough to quiet those concerns.

Thanks! I know about the geo-location, I've been thinking about that a lot actually. From the start this was supposed to be more soviet themed with machines and shit and a possible "russian" backdrop, but it never happened =( =) Anyway, now it's released, time to do something else I guess.

 

oooh! Mines! I Love mines!

P.M me when testing is due if you need another tester! :D

Ah, it's done, I've tested it a few times, that's obviously enough.

  • 2 weeks later...
Posted (edited)

Superb work of art! (I had no idea that quake maps can be that beautiful). Vegetation is a very good call, sky gives it amazing atmosphere, textures are flawless (I look up to those ornaments) and lighting is just perfect. Piece of hard work. :)

Edited by Conrad Justin
Posted (edited)

This map makes my jaw drop. It's beautiful and I don't even need to tell you that. I will say that I have seen a lot of industrial maps with similar textures and graphical features that this map has but none of them do it as well as this. It really reminds me of the grittiness that Painkiller and the original Quake had.

I loaded this thing up in cpm and jumped around a bit before dueling a bot on it for a while. The spacing that you've left in these big corridors is perfect for both vq3 and cpm movement, as someone who used to play a lot of defrag - it frustrates me whenever I land into a tight room that either requires me to meet with a wall and coming to a full stop - however on this map I did not have to experience that pain a single bit. You're able to fluidly strafe across the map at decent speeds without having to stop unless you're going up one of the very large jump pads

My only gripe with this map is that I feel like it is lacking in items. You have one red armor, one yellow armor, your mega health and the quad as well as enough weapons and ammo packs to go around, however I felt like that due to the scale of the map I feel like there isn't enough armor, especially since that this map is sized very well for TDM play. You have this amazing quad room made yet it feels like its not being used to its full potential, besides the quad all you have in there are 3 health bubbles that are awkwardly placed at the end of the mound, it just feels empty despite its gorgeous looks. It might work well to place a green armor across from them above the underground entrance to the quad room, however that means you have a yellow armor and a green armor that are very close together. I think that the yellow armor is in a pretty poor position because coming from either side you have to swoop into a corner and then stop to pick it up, it's also a very awkward area to fight in because it's literally just a corner, if two people come in at the same time to fight in that little corner the person that entered from RL room would steal the yellow armor too easily just by ducking in and hiding behind the wall, it just doesn't seem very fair to me. It's a very vital item on the map and it's just hidden away like it doesn't exist, I think it would be more suitable to place the yellow armor at the bottom of the railgun room or perhaps moving it to that unused room near the jumppad walkway.

Regardless of that, this is a pretty amazing map and I would love to play a few games of TDM or CA on it with people.

Edited by matuka

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