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Jumpin' Jack Flash by headrot - 28 Nov 2008
30 second videoPanorama screen shot
Video - Panorama - Download » MHGaming, ..::LvL (1.48MiB, 2,272 d/loads) - Permalink - digg it!
Jumpin' Jack Flash
Download » MHGaming, ..::LvL (1.48MiB)
Video    Readme    Maps by Author
Game type:CPM, DM, 4-8 players
Weapons:
Items:
x7
x3
x3
x2
x2
x2
x9
x14
x2
x2
Bots:
Theme:No theme keywords yet
Textures:No texture keywords yet
Rate release: Currently 8.18 / 10 (14 votes)
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This is Milburn's second release for the CPMA mod and showcases the author's very unique and singular aesthetic and playing style. The map is outfitted in a dank and rusty limestone/jade texture set and showcases a gallery of Kanji scripts set into the wall.

This map will take a while to learn as the author has included some intentionally awkward and challenging jumps that players will need to master in order to pick up important items quickly and efficiently. Many of these jumps are NOT easy to pull off; especially when you are being bothered by an opponent. Less experienced players may find the degree of difficulty frustrating but solace can be found in taking a link, the author has kindly supplied in the readme file, to a map of the trick jump locations.

Personally I loved the item placement and the wit the author has demonstrated in bothering the flow of movement and focus of the game with his use of thin ledges, small recesses, tight corners and cramped spaces.

Joshua has quite craftily shifted the focus of gameplay away from the usual dominance of the rocket launcher and rail gun by placing them in awkward and vulnerable locations to pick up and then further depriving them of ammo clips (the RL has only 2 and the RG none). The shotgun, grenade launcher and plasma gun are all well represented by ammo and the lightning gun is also a readily accessible weapon to pick up and use.

A further benefit in the positioning of the Rocket Launcher is that it forces players to make use of the movement based jumps peculiar to CPMA physics to more effectively navigate around the map until this item is acquired. Players will need to think carefully about whether they use the RL for jumps and switch to the less popular weapons on the Quake menu for killshots or whether they use this firepower for attacks and stick to CPMA physics to get about. The fact that the GL, PG, SG and LG are all perfectly well-suited to the maps singular design helped me in making my mind up most of the time.

The author has included both an arena and bot file in the pk3 but bots play rather poorly (even for bots) and will not take the RL and RA (as well as several other items), due to their positioning on the map. They do take the drop down to the MH but don't seem to use the teleporters. This predicament is not helped by the complex nature of the map which will be appreciated more by the human player who can use well timed circle, strafe, teleport and bouncepad jumps to get the armour and some careful strafing, stairs and air changes to pick up the RL.

There is also a ledge, near the lightning gun, with a few armour shards that i feel would have benefited more (aesthetically, as well as in terms of item balance) by having a green armour there.

The author recommends a player load of 4 but it can easily house up to 6 players.

A very intelligent, good-looking and satisfying map. Some may find it too awkward.

Reviewed by Mark

2015
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Posted comments:
Avatar
#9 FragTastic
27 Jan 2012, 05:32 EST
Looking at the screenshots, The map looks fun and has a lot of action. The textures look absolutely amazing and im looking foward to playing this map..
#8 mark
Not registered
29 Jan 2009, 11:25 EST
sorry josh - i went by memory, and obviously it's not very good
Avatar
#7 headrot
29 Jan 2009, 04:39 EST
Yo Yo Yo;
No worries Mark, I read the articles and learned loads, like I said there was a lot of things I had not been doing to help those silly bots!
You might be assured to know that I had made my final CPM map BEFORE I read the articles so I hardly changed a thing about the map, including leaving in lifts, doors triggered by buttons, traps and a shootable button, but thanks to those tutorials most of those features now work with bots! Also your review was very positive and encouraging but you were right the bots in JMDM2 are very poor (even for bots!), I may even fix it if I can be arsed.
PS my name is Josh.....

Edited: 31 Jan 2009 AEST
#6 Mark
Not registered
29 Jan 2009, 00:01 EST
ps: some food for thought... when you have a combo of people and bots in a match, the bots themselves become important items to control, but items that aren't static...
#5 Mark
Not registered
28 Jan 2009, 23:34 EST
James - just regarding your concern with bots... please never compromise a map or your creativity just for the sake of bot play. you can always set bot clips along a wall so they will travel to important items where they are substituting or supplementing humans in the map. e-xtones recent conversion of monsoon and druzli's tribute to don king both have bot clips so the bots will take the mega health - but don't ever think your work should please a bot... so don't take my comments as any failing on your part. cheerio
#4 iggi
Not registered
17 Dec 2008, 09:58 EST
great ;)
Avatar
#3 headrot
09 Dec 2008, 07:07 EST
Ho Ho Ho;
theres a lot of tings I have not been doing in my maps! OK, I'll spend some time making my final CPMA map bot friendly before release....
But, it does have a shootable button that is just never gonna happen....
Avatar
#2 dONKEY
01 Dec 2008, 06:15 EST
Hi,
k my site:
http://www.leveldk.co.uk/
Go to tutorials then Q3 Tutorial 6....it also links to Cardigan's bot tutorial which is just about the most important read on this subject.
Avatar
#1 headrot
01 Dec 2008, 04:39 EST
Hello all!
Just to get my foot in the door/comments section first, I wanted to say thanks to Mark for a lovely positive review.
It is a shame that the bots ARE so bad, anybody got any links to good tutorial pages on 'botting' in maps?
Also I have one more map for CPMA which will be up for review soon.....
Cheers ..::LVL!
Headrot
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