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Movement through the map is often staccato due to large number of tight corners and cramped alleys. Items are well balanced with the lightning gun, rocket launcher and yellow armour offset at the opposite end of the map by the red armour and plasma gun. The grenade launcher sits in the centre of the level at the highest portion of the map and above the Megahealth found on the lowest portion of the map. The shotgun and rail gun are to be found in the inner perimeter on the next level up. Here you will also find two teleporters located by the shotgun and rail gun respectively that will take you directly above each item. In the case of the shotgun teleporter you will find yourself spawning around the corner adjacent the red armour. The spawn locations of the red and yellow armours and megahealth are indicated by uplifted floor tiles.
Because there is only one rocket launcher on this map all weapons will see there fair share of action and due to the refined layout gameplay will focus solidly on knowledge of your opponents location and weapon/armour count as well as guarding and controlling the armours, the rocket launcher and rail gun and the Megahealth. Expect a few respawn frags from the controlling player. Unfortunately the lack of a second rocket launcher will also see the down player playing at a disadvantage.
Scattered throughout the map are a series of algae green pools with lily pads floating on top. This feature I loved the most because not only do they serve as traps but also serve as excellent ambush spots that add an extra dimension to gameplay.
Bots use the map well and will take all items but will tend to get stuck occasionally in the pools.
I really cannot fault this level and this owes largely to the fact that Jochum Skoglund is a professional level-designer based in Stockholm, Sweden.
Reviewed by Mark
Not registered
05 Nov 2010, 02:42 EST
and I don’t want to repeat that which is already said, but to point out few of its features and qualities...
and try to formulate my own thrill of it…
kinda like an alternative review, if you like...
from my own point of view, of course :).First impression was made by "Crescents" visually unique style: unusually strange at first, but turned out appealing unexpectedly fast.
Second was the connectivity: scoping the map it seemed little hard to learn at first, with corridors that looked really narrow and no "dominating flat open central area" [reminiscent of q3dm10 Nameless Place layout]... and, of course, too many pools that I seem to constantly slip into :) But it caught up me, so I decided to stick [ran] around for a while... and it all started to make sense:Crescent has gameplay in which experience of a player really makes a difference.
And its action really gets [vertically] beautifully :) as you learn the map. Its size, good connectivity and mastering "more than few" trick jumps allow you to get from one end to another in seconds, enabling control of "the key elements" of the game. "Too many" pools give new meaning to the words "camping" and "watch your step" :), adding to its gameplay an element of surprise never seen in a map before (at least not by me). Besides all of that, there are also few places where a rocketjump can add a certain beauty to that "where did that come from" feeling.And after all that, it still is a small map, with well balanced 1on1 hunting action. If you use it more than a Tournament, I think that gameplay loses its element of (listening) tactics… and maybe 3 player FFA works well, but I don’t think you should go further.There’s a lot more that could be added, but I think you get the impression :)Quake3Arena is not played that much anymore; after all, ten years have passed. Somehow, my friends from work and me have rediscovered it recently… and it made us younger a little. So I went out on LVL to see what levels I missed in last 5-6 years …and, right now, it seems that we can’t get enough of Crescent :)
Also, we tried out other maps made by Hipshot… and they are all astounding, don’t get me wrong… but none has a gamplay as good as this one… but maybe it’s just me :) Someone should tell those guys responsible for adding new maps to "newly born online game" QuakeLive about this "Mediterranean Jewel" :) It definitely is one of the best Quake3 maps out there.
Edited: 12 Aug 2010 AEST
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14 Sep 2009, 09:37 EST
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28 Aug 2009, 05:19 EST
:asslicking detected:
Nothing mindblowing, just another good map. But jump pads are awesome! :D
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25 Aug 2009, 11:58 EST
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14 Aug 2009, 06:31 EST
There's a lot of things that could have been made to make it look better, what you mentions, wines, a portal sky city, etc. But my goal here was to keep the size below 10MB, since I've gotten a lot of critique for my levels physical sizes over the years. So having it below 8.5MB felt really satisfying. I managed to keep the lightmap and the texturing at pretty good quality anyway, actually, it looks better than some of my other recent levels, where I have not worked so much on trying to keep the size down.
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05 Jun 2009, 09:11 EST
http://eliteforce2.fil...t_Final_Version;100035
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29 May 2009, 22:42 EST
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29 May 2009, 11:20 EST
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28 May 2009, 23:26 EST
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28 May 2009, 20:35 EST









