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Map-Center's 1st Turtle Speed Map pack by Various - 16 Mar 2007
More than 5 years old
Download » MHGaming, ..::LvL (49.25MiB, 5,706 d/loads) - Permalink - digg it!
Map-Center's 1st Turtle Speed Map pack
Download » MHGaming, ..::LvL (49.25MiB)
Readme    Maps by Author    Authors site
Game type:CTF, DM, Tourney, 2-16 players
Weapons:No weapon keywords yet
Items:No item keywords yet
Bots:No bot keywords yet
Theme:No theme keywords yet
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Rate release: Currently 8.13 / 10 (23 votes)
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11 great maps from a mapping contest on map-center.com that ended on Feb.4, 2007. Participants had only 1 week to construct their maps and anything goes. I will review all maps, but only rank a few favorites. They are all too good to rank against each other (and my past experience reviewing map packs has shown this is just a bad idea :P ). Unless otherwise noted, the level does not have BFG. Most maps have bots, but some do not due to the time constraint. To boil the review down: get this mappack! There is something you'll like!!

FAVORITE GAMEPLAY MAP: Wish you were here by Myth (DM: 3-6 players) mc-tm01-myth - Simple architecture with grey-ish blue textures give this medium-sized map a business only or geo-comp feel, which I like. Open atrium's and large hallways never make you feel cramped with about 4 levels in all. Bots play tough here and gameplay is exciting and rewarding. Cool teleporter models are a subtle accent to the map feel. All weapons available as well as RA, YA and megahealth.

FAVORITE DESIGNED MAP: Nausia by Stjartmunnen (DM: 4-12 players) mc-tm01-stjart I am amazed this map was completed in ONLY 3 DAYS (also .map file included). The brown, industrial texture work and large, ornate architecture are very impressive. It looks more like one of those 2 year on-and-off projects. All weapons, and RA, but no rail here to discourage camping in this large playland. Most areas are open atrium with side hallways and underground passages with about 3 levels total. The large map creates some long-distance firefights with more chance to escape (or track down) your opponent. Bots, too.

FAVORITE MAP STYLE: Paper Kraft by q3map (CTF: 4-8 players) mc-tm01-q3map At first you think it's a cel-shaded delight, but all areas are simply low-res textures with dark edge accents. This is a spacemap that gives "watch your step" a new meaning. The "paper kraft" name means that the entire map looks like it was created out of paper. Thin walls, round "folded" walls, and narrow spiral staircases all make you think you're Paper Mario. No bots, so I can't speak to gameplay- but I would expect it is fun but hard. Lots of ways to get to the flags, but lots of ways to fall off the map. Death comes quickly when falling off (about 6 inches below the lowest map point). BFG included.

ALL OTHER GREAT MAPS (alphabetically):
Prospect by Akuma (DM: 3-6 players) mc-tm01-akuma This map looks like a 3-level Egyptian shrine with indoor/outdoor areas. The outdoor area with a small pond seems to be the area where more fighting takes place (since the MH is there). All weapons are available as well as YA, Quad and MH. This medium sized map is definitely good for a few rounds.

Cold War Strogg by Amphetamine (CTF: 4-8 players) mc-tm01-amph You may notice elements from favorite Q2 maps here. This map is an indoor/outdoor outpost base with a mountain area above. Bots play OK with all weapons as well as Quad, MH and RA. Lots of ways to the flags and map is medium to large in size. Good for a few runs if you crave that Q2 style.

Sottosuolo by dONKEY (DM: 4-10 players) mc-tm01-dK I am never disappointed by a map from dONKEY and this is no exception. This medium/large sized map has Roman architecture in an underground cave/city. The blueish grey textures (by Inition) and torches really make this well-lit map feel real. The tight corridors, small cave shortcuts, and drop-down areas make gameplay interesting (I assume anyway, no bots). dONKEY promises to release in the future with bots- I look forward to it.

symmetry by Kaustic (DM: 3-6 players) mc-tm01-aty3 This map is simply a 4 level open arena map, with some secluded areas on the bottom floor. The textures are brick and tile. Bots play well and all weapons are here, so rail practice is popular if you can get it. The gameplay tends to feel more flat than vertical. The lower levels are very large and the upper levels only allow you to "look over the edge" for frags. Two jumppads per level to move you up. Fun for a few.

World of Gravediggaz by Kle (DM: 3-6 players) mc-tm01-kle This medium sized level uses a gothic Q3 texture set. The layout is a 2-level map with all weapons, some of them set in cut-outs in the walls. The main level is surrounded by a 2nd level and gameplay seems fast and fun (I assume, no bots).

no name by Master Jed (DM: 3-8 players) mc-tm01-mjed This HUGE 4 level map makes my little laptop hate me. Fps is low on this large, open map. All weapons are present so grab the rail on the top side and pick 'em off. There are some side hallways for up close firefights, but once someone starts sniping- it's over. This is assumed as no bots are present.

Flag Factory by MaTeL1s (DM: 4-8 players) mc-tm01-MTL This map can be compated to any great q3 id CTF map. An indoor map with industrial textures and lots of ways to the flag. Plenty of architecture for cover and many jumppads to keep the gameplay moving.

no name by Stormshadow (DM: 3-8 players) This map is my 2nd favorite map for gameplay in the pack. The grey industrial textures give the layout a simple feel. The multilevel layout has several dropdown areas, jumppads, a teleporter and great connectivity to create excellent gameplay. All weapons except rail, RA and Quad are here. Bots play exceptionally and this map will give you lots of replay value.

Reviewed by remnent

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#14 Mark
11 Aug 2011, 12:51 EST
Nausia: lightning gun and rail at bottom, armour on the middle, quad up top - get it! upper paths skirt the open area midway but a little light on health. teles and pads ensure movement is circuitous and spiral. StormShadow's Death Cage is so good i repackaged it as it's own separate pk3. Plenty of opportunities for kick flicks and the forward facing heads-down bully jumping the level layout and item placing calls for. Not a jump opportunity is missed in this one! Quad slows things down necessitating a switch to the lightning, shottie or plasma but sees to it that all the weapons get used. again a preference of choice would see the battlesuit but red armour and 2 yellow armour keeps this all in check by doing the same job. the quads situation to the mega sets up for a nice exchange in this area. well-suited to teleboosts but i think that stjartmunnen has it downpat with his release silip(not included here) by making perfect use of the haste and that juicy little health bubble you pick up on the way from the mega to the rocket launcher. Stormshadow and Stjartmunnen are the kings of bully play! 9/10 Tasty! Check there stuff out - it rocks!!!

Edited: 11 Aug 2011 AEST

Edited: 11 Feb 2012 AEST
Avatar
#13 gooball
26 Oct 2010, 08:30 EST
epic achievement
#12 AEon
27 Aug 2009, 01:25 EST
Hmmm... IMO it would have been better to release the maps separately, the level of quality varies too much.
#11 Anonymous
Not registered
16 Jan 2009, 14:05 EST
estan bonitas los mapas vayan a esta direcion y encontraran mas mapas http://xksclan.big-for...s-in-progress-t123.htm

wow what beariful are the maps go toand want plus maps http://xksclan.big-for...s-in-progress-t123.htm

#10 akm
08 Oct 2008, 04:49 EST
Oops :)
Forgot I wasn't logged in. #10 was me.

- Akuma

#9 Anonymous
Not registered
08 Oct 2008, 04:47 EST
Looking back at this, I can't help thinking what a great job we did on these maps
considering we only had 7 days :)

Nice work all.

#8 Anthony
Not registered
31 Jul 2008, 07:58 EST
excelent pack
#7 wakey
22 Jul 2007, 22:42 EST
great!
#6 poub
Not registered
20 Apr 2007, 15:38 EST
Amazing! Just clicking through the screenshots makes me want to play. As a mapper I'm rather impressed by the fresh ideas and a lot of people being still into it, awesome work to everyone, way to go.
#5 stjartmunnen
22 Mar 2007, 17:13 EST
Thanks Remnent and v1l3. As Myth said, nice to see theres still some quality maps beeing produced for q3.
#4 dONKEY
Not registered
19 Mar 2007, 09:11 EST
Damn...forgot my password:(
Thanks Rem.
Good to see this map pack here:)
#3 MaTeL1S
17 Mar 2007, 22:29 EST
Thank you for review.
I have just submited one map here, and it wasn't similar to this. Anyway, the map was build in a week.
#2 Myth
Not registered
17 Mar 2007, 21:33 EST
Thanks for the reviews.

It's brilliant how many fantastic entries there were for a game that's almost 8 years old!

#1 v1l3
17 Mar 2007, 02:24 EST
I was gonna review this one up...I'm a slowpoke though... Good full review. I have a different opinion on the maps though.

I'd say gameplay goes to stormshadow/amphetamine. Stormshadow's is straight to the point of battle. I love how amph gave his map a terrain feel in the center..kinda gave it a TA feel, and it's an original looking map as far as the Q2 look.

The best designed map is Donkey's...which I wish had a botfile, but I dunno how easy that would even be to set up with all of the falling holes and such. Beautiful though.

Akuma, Myth and Stjart's maps share the same looks/gameplay feel. Stjarts map kinda had a Shub-Niggurath feel with the textures and looks which I like alot(doomer feel).

Kaustic's map was interesting, but too wide open..would make a good instagib map.

Matelis's map looked to similar to the map that he already submitted here...which makes you wonder about the whole week period. =o

mc-tm01-mjed is too big and too wide open, nice textures, but with it being so wide open you get a r_speeds problem with all of the projectiles sharing the same air. It's not a bad map though, just seems to big to me.

mc-tm01-kle is nothing new in looks, and simple floorplan. It amazed me that he couldn't add an .aas file considering that it's not that complex of a map.

mc-tm01-q3map.....um, I don't like it, and I'll just keep it at that.

Overall the best turtle-mappack yet.

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