Video Readme Maps by Author
| Game type: | Experimental, Single Player |
| Weapons: | x2 |
| Items: | x4 |
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NaturalSpringWater has stated in the readme file that this is an experiment to try this map without any of the enhanced physics and slippery sliding action to make this map actually be playable. So that is what I have tried. I was VERY frustrated that I could not make it forward without using "noclip".
At times, I was sometimes wondering how special physics would work when I gave myself haste, quad damage, and a BFG to try and simulate DeFRaG physics. It did not help me when I attempted to fall through those pits without teleporting back. And those triggers that made things even HARDER, did all but help.
So anyway NaturalSpringwater, as for your question on what would it be like to try one of these trickjumping maps on vanilla Quake 3 (meaning this map in particular), is its impossible. Go try a different genre, it would get you better results.
Reviewed by SW12
Tigs notes: A video by NaturalSpringWater performing a complete run-through can be found on YouTube - highly recommended viewing after trying a few of the jumps first.
I found this release both addictive and frustrating. Addictive because you know it should be possible to make a certain jump, yet frustrating because you spend so much time trying to make the jump. When you do make a jump there is a huge amount of satisfaction. Highly suggest starting this map with \devmap hangtime and typing \bind n "noclip" in the console.
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30 Mar 2012, 09:25 EST
It can be be downloaded here:
http://www.q3df.org/ra...gtime-df/sort-date/asc
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06 Sep 2011, 21:28 EST
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03 Aug 2011, 09:19 EST
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01 Aug 2011, 05:20 EST
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24 Jul 2011, 16:33 EST
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24 Jul 2011, 11:01 EST
A while back I already wanted to contact you but couldnt find anything, you got a chat client or email?
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24 Jul 2011, 06:26 EST
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20 Jul 2011, 15:03 EST
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20 Jul 2011, 14:45 EST
As for the return teleports; I believe that they are helpful when playing the map as intended... they return you to the start of a jump after a failure, so that you don't have to waste time getting yourself back:)
In order to ensure that the standard jumps (not crazy mode) are not only possible, but reasonable, I had several friends/brothers playtest the map thoroughly. SW12.. I'm sure you put good effort into beating the jumps, but I think maybe you underestimated the amount of effort it takes... The playtesters took weeks to beat this map. 30 - 60 minute sessions to beat one jump were not uncommon.Tig - thx for the comment and I'm glad you liked it, if "like" is the right word for something as difficult and tedious as this :). Like Tig said, everyone should enter the map via /devmap and type /god. Also having noclip bound to some key is a good idea. I should've said so in the readme. Skipping a jump you're stuck on is encouraged; beat the ones you can and come back later:)
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20 Jul 2011, 08:41 EST









