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The Longest Capture by CZghost - 21 Oct 2011
30 second videoPanorama screen shot
Video - Panorama - Download » MHGaming, ..::LvL (1.12MiB, 743 d/loads) - Permalink - digg it!
The Longest Capture
Download » MHGaming, ..::LvL (1.12MiB)
Video    Readme    Maps by Author
Game type:CTF, Floater, Team Arena, 2-8 players
Weapons:
x2
x2
x2
Items:
x2
x2
x2
x4
x2
x6
x2
x4
x2
x2
x2
x2
x2
Bots:No bot keywords yet
Theme:Q3DM17 clone
Textures:No texture keywords yet
Rate release: Currently 5.21 / 10 (7 votes)
104
5.21
342df5a2d3e41f848ea51479d786c415
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What do we have here? A Team Arena map? Yup, CZGhost is serving up some material for the ever-great, but sadly overlooked expansion pack to the base Quake III game. But while more content for TA is definitely appreciated, does the arena deliver anything promising?

This map is yet another version of The Longest Yard (q3dm17), amongst the gazillion remakes already available. Designed to support CTF and the TA gametypes / entities. The Longest Capture also makes some aesthetic modifications and layout changes. There are a few wormholes (the same ones from mpteam6 / Vortex Portal, except without the vortex effect) to allow for instantaneous travel between spots, and a walkway underneath the former lowest platform can be found.

Some of you have seen CTF conversions of q3dm17 before, normally taking the layout and flipping it over so the RG platform is in the center and the larger floating platforms are the bases, or the other way around! But not for czg3team1 - the author realizes the map has perfect symmetry already and... slaps the flags on the SG platforms? Yes, he did exactly that. Maybe it would have been okay if he had taken out the facing accelerator pads attached to them, but he left them there. This makes for stupidly fast captures with little skill involved.

As typical of a Team Arena map, the runes and TA weapons can be found. The nailgun and chaingun both work well in this environment. You can perforate people using the jump pads, or chase foes with the six-muzzled lead guzzler of destruction. Invulnerability finds itself on the new walkway at the very bottom - providing you a with a serious vantage point which can be useful for defensive purposes as you snipe away at enemies from your safe little pink bubble gum sphere of protection. At least until it wears off. :)

Unfortunately, since the accel pads on the SG platforms are still available, gameplay in regular CTF matches boils down to "taking the pad, dodging enemy fire, grab the flag, dodge a bit more, come back, rinse and repeat", maybe with a few teammates risking their lives to grab the RG to hurl slugs at people using the pads. Combine that with Doubler, and you got a surefire way of preventing people from coming in, not to mention getting on their nerves. Bots play okay for space CTF.

Another person making his foray into Quake III mapping. All of this can be expected from an author's first map, and I'm sure this was just a "test" before moving on to something original. Download? Probably not, unless you have TA - but don't expect to keep this one for long.

Reviewed by EmeraldTiger

2179
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Posted comments:
Avatar
#17 CZghost
26.72 days ago
I'll release new map from base of map by PaN61 (he gave me permission to port his map to Team Arena, when I've found the map style to be usable in this great modification) soon as possible.

I have some troubles which slows down my time to mapping (one of these troubles is school).

Avatar
#16 FragTastic
06 Jan 2012, 03:46 EST
Impressive map :).
Avatar
#15 Kyall
29 Dec 2011, 17:13 EST
Also, this box set looks heaps better than the plain original black box set!
Avatar
#14 Kyall
29 Dec 2011, 17:10 EST
To me, everything about this map was awesome, the textures, the portals and the bot play. The only let down would have been the flags too close together. Maybe if one flag was up where the quad damage was, and the other flag right away from it, maybe make another platform somewhere opposite to it, then the map would be a perfect remake in my eyes. 7.5/10
Avatar
#13 CZghost
12 Nov 2011, 21:19 EST
In addition: I'm making new style of my web. It will be done at least in two months, I think (I don't have much good time thinking)...
Avatar
#12 CZghost
08 Nov 2011, 02:25 EST
I have some troubles with doors in map, it doesn't teleport spectators throught doors and don't know, how to do it...

// It's solved now. Radiant compiles map with very useful bug: autodoors and teleporting spectators throught these doors.

Edited: 08 Nov 2011 AEST

Avatar
#11 CZghost
05 Nov 2011, 02:27 EST
Emigration map's almost done. Only go to tests.

Edited: 05 Nov 2011 AEST
Avatar
#10 CZghost
02 Nov 2011, 03:55 EST
You're right, Emerald. Textures used in map make feel of that combination. Layout is from my head, so there is similarity only in textures.
Quote: That looks nice CZghost!

//Edit: Thank you. I think, that this map will have more fans...

Edited: 02 Nov 2011 AEST
Avatar
#9 EmeraldTiger
31 Oct 2011, 06:29 EST
That looks nice CZghost! Reminds me of a combination of mpteam3 and team8. (A good thing, btw) Definitely looking forward to it! :)

Edited: 31 Oct 2011 AEST
Avatar
#8 CZghost
31 Oct 2011, 05:18 EST
czg3team2, Emigration is almost done. It only waits for small edits such as make jumppads functional and make doors triggerable.
In #9 are actual screenshots
Avatar
#7 CZghost
27 Oct 2011, 19:02 EST
My forum created: http://czghost.ic.cz/forum/

If the forum doesn't appear, wait for new web design, that forum hosts.

Edited: 27 Oct 2011 AEST

Avatar
#5 CZghost
25 Oct 2011, 02:37 EST
@TheMuffinMan: I'm making next map from first set (czg3team2). It's named Emigration and layout is my own.
Avatar
#4 themuffinator
23 Oct 2011, 22:08 EST
@FistMarine: I don't agree with many of your votes either. You do vote regularly as I can see in the votes list but oddly enough I rarely see the corrosponding map download in the downloads list. That makes me wonder whether you actually try the maps before you unjustly vote for them (and often very low ratings foir maps that play very well might I add). I don't rate maps according to how the screenshots look, how the review sounds, what other comments are like or let my voting change because someone else's rating didn't agree with my opinion.

What I can add to my previous comment is that this map would have taken 2 hours at the absolute maximum to make, especially considering the original is open source. Such little effort and fundamentally poor gameplay does not, imo, make even 5/10 justifiable. 6.5/10 is way too high. There are maps out there that are original, have better gameplay and took a lot longer to make than this which actually do justify 6.5... nevermind your 9.5.

@CZghost: I'm sure you can do a much better map, and even this map could have been better. I suppose some people will find some enjoyment from this but I still don't agree with releasing it in this state. Then again, there are worse maps on this site!

Edited: 23 Oct 2011 AEST

Avatar
#3 CZghost
23 Oct 2011, 21:26 EST
I agree with you, muffin. This map is only testing opens to TA mapping in fact, so I don't wait for good rank of release. I wish, that other maps, I will do, will have better ranking.
Avatar
#2 themuffinator
22 Oct 2011, 17:11 EST
I'm not sure how many times dm17 has been remade, reduxed and regurgitated. I was interested in the idea of having flags spawn on both sides of dm17 in Quake Live (with the flags near the RL spawns) but only for the lawls.

This really has little going for it and 3 second captures is really what it boils down to in ordinary CTF. You'd have to be bat-shit crazy to go to the bottom platform for the invulnerability - not only does it give your opponents more chance to score but also actually using that item could allow your opponents to score 3 times over, especially if you don't have an RG! The teleporters serve practically no function besides speeding up the gameplay some (which is a good thing here) but it just feels 'slapped in' and cheap - use some creativity when making changes!

To fix the inherent issues, this map should either be played in instagib or players should spawn with an RG with 3 or so slugs, and replace the RG spawn with a couple of slug ammo packs. Maybe replace the NG's with LG's too. The rule of thumb in a CTF map is: the faster you can capture the flag, the more defensive fire-power the map needs to be packing. As EmeraldTiger pointed out, those accel pads connecting the top platforms truly ruins the gameplay when you also have the flags on the top platforms - the flag bases would be better suited to the RL platforms. The raised flag bases make the boundaries behind them steppable (I'm not sure if that was the intent in making it like that) - that could be a good thing since it raises the risk of getting the flag a little more since one mis-step means you fall into the void.

Including the Guard rune here is practically the same as giving players god mode. There's very little chance in preventing someone with 200-100 and regenerating health from capturing.

Shooting the obelisks in overload is easy with the lack of any protective boundary for the obelisk. 1 flag CTF and harvester are the only gametypes this map works alright with.

A mapping experiment, not a release map imo.
3/10

Avatar
#1 CZghost
21 Oct 2011, 21:17 EST
This is my first TA map, but I've done any other for BaseQ3 before TA release. These aren't released here.

But thanks to review, I'm pretty sure, that other more will be from my head ;-)

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