Video Readme Maps by Author
| Game type: | DM, 4-12 players |
| Weapons: | x2 |
| Items: | x4 x5 x27 x17 x11 x4 x4 x2 x3 x3 |
| Bots: | |
| Theme: | No theme keywords yet |
| Textures: | No texture keywords yet |
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Because of the open layout of the map, textures obviously have to do service for architectural detail, which means that Krichevo Town looks like something from Duke Nukem's 3D period; but this is a minor criticism. The lighting, which is slightly hazy, captures that depressing feeling which Soviet-era towns might have had during the bleaker months of the year.
There are teleporters which take you to the top of the buildings, but apart from sniping with an RG or seeing how accurate you can be at a distance with the PG or BFG, there are no compelling reasons to go up to the roofs unless you want to try some aerial sorties using the flight power-up. Bots will get this, but they end up floating in mid air making targets of themselves.
The grass which borders many of streets needs cutting. It is either a challenge because it partly hides your opponents or it is a pain because it partly hides your opponents. Take your pick.
Some of the item placement needed a little more consideration with a holdable medkit, regen and battlesuit all in close proximity to each other; so, too, the RA and MH; two RAs which are quite close to each other. Possibly with a full complement of players, the quantity of items is not such an issue, although, for example, I wonder about the wisdom of an RA beside a long line of armour shards, or two RAs in such close proximity, or the adjacency of the BFG and enough ammo to keep the most trigger-happy bot satisfied for quite some time. (Oddly enough, they did not seem interested in the BFG - either of them.)
Overall, I think Krichevo Town is a well constructed map, perhaps a little overstocked with items, but probably does not have much longevity because of performance issues and its comparative flatness, which ultimately make gameplay either awkward or uninteresting.
Reviewed by Anwulf.
Tigs notes: If the skybox appears to be rendering incorrectly or flashing, try switching simple items on.
Edited: 19 Apr 2012 AEST
It might work out better if that grass was a detail stage so it could be turned off with r_detailTextures 0 for those that don't want it.Alphatest makes a lot of performance sense for the classic 'bag-of-tricks' 3d hardware, but since DX10 hardware it's now slower to do alphatest than it is to do alpha blend!
Also try messing with the r_primitives cvar with values 1 or 2, I know 2 is faster on ATI but it's never autopicked for some reason.
Edited: 19 Apr 2012 AEST
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09 Feb 2012, 01:41 EST
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12 Nov 2010, 00:35 EST
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04 Nov 2010, 12:28 EST
Are mappers trying to see how far they can push the limits of Quake 3 knowing that the majority of players will not be able to appreciate their efforts or, would they rather create maps that most players can use and enjoy?
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25 Apr 2010, 13:39 EST
if you really must go for a duel core cpu then make it atleast an core 2 duo or an AMD Phenom II x2 545 i like this map i'm going to keep it for LAN play though as the bots seem a little thick
Oh, and yes, I'm seriously going to invest in something like this soon.
Edited: 27 May 2010 AEST
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31 Mar 2010, 07:52 EST
Edited: 30 Mar 2010 AEST
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28 Mar 2010, 05:57 EST
It lags because of fog IMO. It seems Q3 fog is drawn on per-object basis instead of D3D/OpenGL fog ( wich cost almost nothing for computations ).
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28 Mar 2010, 05:40 EST
@DG:
1)reduce texture size and resolution
2)buy new PC
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26 Mar 2010, 15:57 EST









