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moonstone by orfi - 27 May 2006
More than 5 years old
Download » MHGaming, ..::LvL (19.48MiB, 5,109 d/loads) - Permalink - digg it!
moonstone
Download » MHGaming, ..::LvL (19.48MiB)
Readme    Maps by Author    Authors site
Game type:CTF, Team Arena, 8-14 players
Weapons:
x2
x2
x4
x2
x2
x2
x2
x2
x2
Items:
x2
x4
x2
x4
x4
x2
x4
x4
x4
x2
x4
x52
x18
x26
x4
x2
x2
x4
x4
x4
x2
x2
Bots:No bot keywords yet
Theme:No theme keywords yet
Textures:No texture keywords yet
Rate release: Currently 8.58 / 10 (20 votes)
171
8.58
9af2822d65822eacff6bb2dd7428c16a
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Although kitted out in a very up to date Quake 3 style, Moonstone's layout is based on the first level of Doom II; Entryway. It has been mirrored for CTF use, and it is also compatible with all Team Arena modes. The theme is a combination of natural cave tunnels, and rocky indoor/outdoor areas with some tech touches and mystical marble structures. Despite that sounding pretty random, it works well! More on that later.

Sadly the map has no bot support, apparently due to the bots finding it too complex to navigate. I can imagine them struggling with the intricate cave tunnels, but do wonder if some well placed bot clip brushes and bot_roam entities could have fixed it. To be fair bots have never been good at playing the team games.

The layout is set in a pretty generic CTF format, with the 2 bases in opposite corners, each having 3 entrance/exit points which lead to interconnecting tunnels that meet in the all important central room. The flow is nice, and zooming around the map is made simple and fun. Unfortunately I felt the map limited itself (albeit due to being a Doom II remake) by being too flat. In particular the bases seem unnecessarily dull with just a simple bump in the middle of the floor, and 2 symmetrical jump pads that launch you diagonally to a high exit point. It feels like it is missing some ledges, and walkways.

Without any shadow of a doubt, the strength of the map is its stunning visuals. The natural terrain sections make use of Socks gorgeous blending terrain textures, with plenty of plant life to accompany it. Orfi has done a great job of making realistic looking caves too, which benefit from some nice sounds. There should not be any performance problems unless your PC is ancient.

It is worth the 20 Meg download (level shots never need to be 2.25 Mb!) if you like exploring good looking maps, or if you have enough mates to play team games with.

Reviewed by Myth

Tigs notes: The map can be also be played in standard Q3A CTF, however Team Arena does add to the experience.

1875
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Posted comments:
Avatar
#14 FragTastic
07 Jan 2012, 10:30 EST
Yeah i like this map although no bots ):.
#13 Anonymous
Not registered
31 Oct 2011, 08:28 EST
no bot support ;-;
Avatar
#12 SW12
03 Jul 2011, 05:44 EST
I don't mean to be rude, but no bots, no download.

Sorry!

Avatar
#11 gooball
02 Jul 2011, 22:12 EST
This is the best TA map on my harddrive. 1 thing I'd like to see though, BOT support...
#10 ..::quakemaniac::..
Not registered
15 Jul 2009, 20:46 EST
This is a cool map; if only there was BOT support added to it...
#9 Rota
08 Sep 2008, 03:59 EST
I belive its possible to create a working aas file.. check this tutorial:
http://www.simonoc.com/pages/design/maps_q3/mg.htm
http://www.quake3world.com/forum/viewtopic.php?t=31963
Avatar
#8 Phoenix
16 Dec 2006, 19:40 EST
orfi, this is a gorgeous map. I really wish bot support could have worked with it, but I understand running into technical limitations all too well. Is it possible you might make a deathmatch version based on this? You're already halfway there after all. Either way, I can't wait to see your next map. Keep up the good work!
#7 bluemonkey
14 Jun 2006, 12:47 EST
Having bots fly a few cm above the ground is better than no bots. Shame I'll never get to play it as it looks pretty.
Avatar
#6 dONKEY
29 May 2006, 18:56 EST
Orfi, first off great job on the level, it looks fabulous. I may pop by your server and see how it plays for real.
On the bot theme, I hear where you are coming from. I'm sure I could have got them playing; but of course it's your map and your call and that is to be respected:)
#5 orfi
29 May 2006, 17:39 EST
Pasquake... the use of 1 unit botclips would cause the same problem as not using botclips. Cuz the clips would have the same shape like the terrain, only 1 unit higher. Believe me, i tried and tested every possibility for 1 week to get the bots working.
#4 Pasquake
29 May 2006, 14:40 EST
orfi, use 1 unit botclip, bots will not "fly" more ovver terrain ;)
(press "1" key during mapping ;) )
#3 orfi
29 May 2006, 12:04 EST
Hi,
bot support was definetely not possible. The ground and wall structures are too complex for compiling an functionable aas-file. The only way would be to make simple shaped botclips over the whole terrain, but the bots would look like they're flying a few cm above the ground.
And about the levelshot... zipped to pk3, it's smaller than a jpeg of the same quality and much faster loaded by Q3.
Btw feel free to join our TA server: 81.169.143.90:27990
;)
#2 v1l3
29 May 2006, 05:22 EST
This map would be great if it was cut in half (taking one side out) and made into an FFA map with an .aas file. I hate to see a good map fail to be hung onto, because of bots. The ctf bots are bad enough as it is.
Avatar
#1 dONKEY
27 May 2006, 16:29 EST
Lovely level. The lack of bot support is very sad. I cant see any reason other than lack of time that would prevent bot play here. I have to agree with Myth, it can and really should have been done.
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