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SENNDM3
- by Adam "Senn" Bellefeuil - (Map renamed
to Quake3Stuff)
Alot
of work has been put into this map, and it shows. The map oozes
quality. New textures have been created to give a snowy/icy feel
to the map. The build quality is second to none, all textures
are aligned imaculately, the shaders work well, there are curved
surfaces (where needed) and the whole map fits together very well.
There honestly was nothing I could fault the map on.
Senn
has outdone himself once again and produced a great looking and
more importantly, GREAT playing map. This is going to one of the
favourites here at Quake3Stuff.com for some time.
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DUBBILAN2
- by Lasse "Dubbilan" Kolding
A
very attractive map indeed.
Dubbilan has used a good mix of colours in his texture set that
compliment each other well. The map is small but still manages
to give you a couple of places where you can go to blink for a
while.
This
map makes for a very good 1v1 frantic session. I can see me playing
this map on a regular basis.
Bots
could not possibly get lost anywhere on this map.
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KAMQ3DM1
- by Corey "Kamarov" Peters
This
map was chomping at the bit right the way through the competition,
it was very close behind SENNDM3 and DUBBILAN2 in our view.
The competition requested a small to mid sized deathmatch map
and this map only just fitted into that category. The map could
quite easily be played with about 8-10 people.
In
fairness, the map got to 3rd place due to a very high build quality
and good playability. The only thing that this map lacked was
custom textures. There may be the odd one or two here and there,
but they don't jump out at you.
I
left bots battling against each other on this map to see how it
faired... None of the bots stood around anywhere!
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DEVDM3
- by Rafal "DeV" Szkolnicki
This
is one of those maps where you don't know which way to face whilst
running. There are a few staircases in this map where most of
the fighting takes place. It's one of those maps where you are
either instantly in the action,
or you are on the outskirts of it. A fight is never far away.
Texture
alignment is VERY good especially when you look at the complexity
of some of the architecture.
An
enjoyable map that bots seem to be happy on.
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FATALITY
- by Michael A. Barton
Michael
A. Brown obviously does not suffer from vertigo - unless of course
he created this map to overcome the phobia. We have all played
maps with bounce pads before, but these bounce pads are something
else. They remind me of a reverse bungy jump.
The
build quality is very good, the textures look good and playability
is pretty good too.
A
nice map, fun for a while, but I think I could easily get bored
of it.
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PJW3TOURNEY1
- by Pat "pjw" Williams
Two
things in particular stand out about this map. The rain, and the
teleporters. I read the .txt
file bundled with the map before I played this (which makes a
change) and I noticed that a rain shader had been included. Hmm
I thought and jumped straight in. COOL! I have not seen rain in
a Quake 3 Arena map before and I thought it worked very well.
The
teleporters are quite different from the norm. They actually look
like a bag of blood stretched across an archway. Slightly organic
and slightly err well... just go and take a look.
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DeathMatch [bbB]
- by Thomas Hochdörfer
Not
the most attractive of maps, but I really liked the use of buttons.
This map despite looking very simple and small when you first
enter, is actually
FULL of booby traps. You won't enjoy playing this map for long
because it is soo small but if you just want to jump straight
in and start kicking ass, its pretty cool.
Orginality
scored well for this map!
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WDW3DM3
- by Wiebo de Wit
Green
slime oozing out of a pipe into a pool of slime that is clearly
sign posted for "No Swimming". Wiebo, I like your style
and humour!
- The animation of the slime pumping
Wiebo
has spent some time designing a very clean looking map that plays
well. I love the texture set used in this map. It looks like it
could quite easily be bolted onto the side of the NVidia NV15
map (although it runs alot smoother).
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DUBBLOOD
- by Lasse "Dubbilan" Kolding
Red,
red and more red.
The design of this map be based upon a quick visit to hell by
Lasse. This map is not really my cup of tea, although I can appreciate
the effort that has gone into the map.
I
played the map against bots and found that the action centered
around the water feature.. kind of a well that you can see in
the picture to the left.
Not
as good as DUBBILAN2, but it was worth entering into the competition
anyway.
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M_TOURNEY1
- by R. "Monstro" Pearce
A
good looking map that bears an uncanny resemblance to Q3DM7.
The author admits that he has *unofficially borrowed* a mushroom
brush for this map. I think that if he was more honest, he would
also admit that he has *borrowed* the gargoyles and bridge area
from the official Q3DM7 map.
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RACOON
- by Thomas "Racoon" Sul
This
map reminded me of a Quake 2 design - I don't mean that it is
copied or anything like that. It just has a Q2 look and feel.
There
are some exceptionally good looking areas on the map, but a couple
of corridors REALLY slow the gameplay down.
Thomas
has obviously put some thought into the map by locating some of
the better power-ups/weapons in awkward places.
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RELIXDM7
- by Scott "Relix" O'Dell
In
my opinion this is Relix' best map. It is less plain than his
previous entries - although it is still fairly basic.
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OSIRIS
- by Dave Bulow
The
most obvious part of this map is the twisted arched ceiling that
runs through the middle of the map. It's a well constructed map
that uses a well matched texture set. The best description i could
give is that the map (like its name) is very egyption looking.
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FMILITIA1
- by Bahadir "Foreign Militia" Karasulu
Bahadir
has tried a little too hard with this map. It scored very well
in looks/build quality but it was let down by its playability.
Even on a GeForce2 GTS, this map was a litle bit jerky.
The
map consists of Foreigns usual large open Temple kind of a room
with loads of pillars. And when I say there are loads... I mean
there are LOADS! - Too many in fact. All of those curved surfaces
slow the gameplay down drastically. Its a nice idea, but it just
does not quite work. Unless of course you are happy standing a
mile away from your opponents with a railgun on zoom.
I
had high hopes for this map, Bahadir has an obvious mapping talent,
but I think the thought of the prize over excited him. Maybe next
time!
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ROCKETRIDER
- by Tom Winger
A
VERY original map!
I am not entirely sure what the theme of this map is. Its a cross
between something you might see in a James Bond film and a ski
slope resort. There are couple of features on this map that caught
my eye, firstly there is a pool of water with broken pieces of
ice floating on top. The best part about that particular area
is that the water is undulating like waves. Very nice.
The
other feature is like a tobogan run, you slide down a hill at
quite a speed and have to be well aware of a 90 degree turn. If
there are a couple of people sliding towards the bend, one of
you is bound to shoot the target. The target reveals a wall of
spikes that you or your opponent is destined to hit.
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CPONCET
- by Charlotte Poncet
Not
the best looking map in the world, but there are some distinguishing
features.
Like the pit of spikes at the bottom of the map and a grenade
launching texture on a wall. There are switches dotted around
the map that open secret rooms. If you manage to wander into a
secret room and stay in there until the door closes you will get
stuck until someone presses the switch again. I am sure that this
was planned, but it really does ruin it for the person stuck in
the room.
The
idea of the map is pretty good, but in this case, it did not quite
work. I am sure however that if Charlotte keeps mapping, she will
release a very good map in time.
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PEACEFROG
- by Ken "PeaceFrog" Hawver
This
dude loves his Railgun.
There quite simply is not another weapon that suites this map.
There are loads of pillars around the base of the map with a couple
of speed ramps that launch you up towards the top of a pyramid
shaped building.
During
the Vietnam and Gulf wars, emphasis was placed upon "Air
Superiority" - yup I agree. Grab whatever armour you can
on the way up to the top of this map and stay there as long as
you can with the railgun + railgun ammo next to each other.
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RELIXDM0
- by Scott "Relix" O'Dell
Relix
really could do with using a few more curved surfaces and varying
the height of the ceiling every now and again..
All of the rooms/corridors are at right angles to each other.
Mix it up a bit mate - It'll look much better that way.
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RELIXDM10
- by Scott "Relix" O'Dell
Very
grey! I didn't like the design of this map really, but it played
fairly well. Again the map was let down by the lack of curved
surfaces and variation.
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RKTOURNEY1
- by Rob "RKone" Morriss
The
best part of this map is the Total Recall style window that over
looks a mars'esque landscape. A very nice shader effect compliments
the curved glass.
The
map is very well built and on looks alone it would have scored
very highly, but it was let down by playability.
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Q3MACHO
- by Ing. Martin Stevonka as MACHO
Not
a bad map by any means.
The design is carried out well, the texture selection is good
and the map plays quite well. I like the fog around the middle
of the map. Most people use a very low lying fog that equates
to a foot or two depth whereas this fog is more like 7-8 feet
deep.
Because
the map is simple in design - ie. a player can be seen just about
everywhere on the map, the game is very fast and as a result -
the novalty might where off quickly.
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RELIXDM6
- by Scott "Relix" O'Dell
Another
one of Relix's millions of maps. As RawShark pointed out a while
ago. Relix has entered many maps into this competition and was
unlucky not to win anything.
Thanks for your entries mate, and keep mapping. Practice makes
perfect!
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RELIXDM9
- by Scott "Relix" O'Dell
What
do we have here? Curved surfaces? Most of the other Relix maps
suffer from being too sqaure.
The
map actually reminds me of an old Doom map... but I can't remember
which it was, matbe you could leave a comment or two.
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Q3FRAGTOWN1
- by Torbjörn "Zephiroth" Gustavsson
The
obvious problem with this map is that it is too damned dark.
It looks like the author intended the map to be very dark, but
I think it needs to be at least visible to the human eye!
The
design is a cross between a large multistory car park and a hotel.
It is difficult to tell - because most of the map is in complete
darkness.
Zephiroth
- lighten map mate....
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KILLAZONTHERUN
- by Phillip "Killazontherun" Basil-Jones
The
map is pretty good looking and play isn't too bad either.
I was put off by a couple of the speed ramps that fire you off
at ridiculous speeds considering the distance that you actually
travel - this might even have been an oversight in the design.
Having
said that... This guy has got obvious potential and I'll be looking
for other maps by him in the near future.
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ALKDM09
- by Shaun "Kona" Ross
I
like the sky... it looks cool. The map reminded me very much of
a map in that game... ermm whats it called - oh yeah Unreal Tourneysprite.
If you like Unreal, then I am sure that you'll like the map and
its design.
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REEVEM
- by Mark Reeve
I
can't quite put my finger on what I didn't like about this map,
but for some reason, it seemed destined for a low
position.
I
think that the map is too square, with some rooms/corridors that
are just too small.
Sorry
Mark... I hope I have not upset you.
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OBIWANSHOUSE
- by Paul "OBIWAN" Price
I
nice looking map that has been modelled well, but is severely
let down by playability.
There
are some cool things about the map such as the cushions on the
couch and chairs that are jump pads. The TV remote looks pretty
cool, as do the pics on the wall.
Due
to the immense size of the map (which is very desceptive) texture
alignment is a little dodgy in places.
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BESTY
- by Besty & Prime
This
map gave me deja-vu but I can't think why. There are no maps out
there that I can think of that look like this? Are there? Strange...
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SEMIUS
- by Andriy "SemiuS" Semiv
Despite
being last in the list here, it
does not mean that it is a bad map. All of the maps were awarded
points, many of the maps shared the same points. So the fairest
way was to sort primarily by points and then alphabetically by
map name.
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