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Lifeline by Mikko Sandt - 20 Sep 2008
30 second videoPanorama screen shot
Video - Panorama - Download » FileFront, MHGaming, ..::LvL (9.85MiB, 2,007 d/loads) - Add to My maps - Permalink - digg it!
Lifeline
DM/TeamDM 4-12 player
FileFront, MHGaming, ..::LvL (9.85MiB, 2,007 d/loads)
Video    Readme    Maps by Author    Authors site
Rate release: Currently 7.46 / 10 (27 votes)
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7.46
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Lifeline is themed towards an outpost in a beautiful mountains background. The maps is open outside with plenty of room to roam, the inside is focused on providing shelter from your fellow opponent, as well it provides plenty of window views of the mountain scenery outside. The map features a teleporter of a new design not commonly seen, but functional and more eye candy for the map.

Bot support works very well, and the weapon placements are a good amount of distance so that camping out one spot is not easy. The map has many areas to railgun snipe from, as well as inside areas to fight with the shotgun, lighting gun, or rocket launcher. The polycount on the map is also well within Q3 range, so just about any computer should render the map with no problem.

The author also included a second map Lifelinesnow which is the same map structurally, but the theme concentrates on a snow fortress high up in the mountains. My opinion, I liked the snow version of the map better than the original as the snow added more character to the map and a better lighting of the map and shadows. The snow mountains background looks ever better than those in the original map. It just adds even more character and eye candy to the map.

The author already admitted to leaving some BFG ammo in the map and not wanting to recompile to remove it. I can understand the view point, but I really think the extra time should have been taken to the make the map more complete. Sure, no BFG to worry about, but it's those little details that nag you in the back of your mind wondering if your opponent is going to show with a BFG somehow.

The weapons placement for small numbers of players works, but once you get over 6 players, you often find yourself fending everyone off with just your machine gun. In Team DM mode, just about everyone is using the machine gun because the weapons are just too scarce unless you have a 1 second respawn time on weapons.

Most of the action seems to center around the teleporter areas as that's where the most number of weapons are close by. The roof has the railgun, quad, and megahealth which the three in combination makes for a very deadly and unstoppable sniper on top until the quad wears off.

The map has a launch ramp to jump you across to a tower with a megahealth powerup, but the speed at which it launches you makes you think you are going to fall off the map and die, but really, you can't fall off the edge, as there is an invisible wall in place. My only tweak would have been to make the ramp soft on the launch so you land on the tower and not crash into the corner of the map to fall down on the tower.

The map plays well, the bots play well, but I think the weapon placements could have used a little tweaking to help spread things out. Overall, a fun map, beautiful scenery, and no glitches to complain about.

Reviewed by KnightMB

1998
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Posted comments:
#27 Mikko Sandt
Not registered
11 Aug 2009, 6:09 am
dONKEY, it's not necessary but it's in the pk3 for the same reason the map file is. This saves mappers the trouble of having to google the model if they'd like to use it.
#26 Gio
11 Aug 2009, 3:23 am
ok...
but which discussion?...

Edited: 11 Aug 2009 AEST
tig-avatar#25 Tig
10 Aug 2009, 1:01 pm
@Gio: Move this discussion to the forums at: http://quake3world.com/forum/index.php
#24 Gio
10 Aug 2009, 5:56 am
sry but i have opened the pk3 file with Winrar.... but if i make the textures of the teleporter model in the "scripts" folder and i write the name "telestecki" in the file: "shaderlist.txt", q3radiant doesn't load the model's textures....
(i write "telestecki" in the shaderlist... but in the folder: lifeline.pk3/models/ isn't a readme.... and i don't know the real name i must write.... )
#23 zihaben
Not registered
10 Aug 2009, 5:08 am
@dONKEY: Yes, packing md3 in final release does not necessary.... But mapping beginners are so happy when they found those models... ;-)
#22 Gio
10 Aug 2009, 4:06 am
oh!..... thanks friends! :) i'm so stupid! :)
#21 dONKEY
Not registered
10 Aug 2009, 1:39 am
Why is an md3 in the pk3? That isn't necessary.
#20 Mikko Sandt
Not registered
09 Aug 2009, 11:42 pm
All you need to do is open the pk3 file with Winrar or some other similar program. The map, the textures and the teleport model are all there.
#19 zihaben
Not registered
09 Aug 2009, 9:09 pm
@Gio: there are lot of ways to convert compiled data back to md3, but I'm not sure Mikko Sandt will be happy with that... Anyway, as a mapper myself, I think you need his permission, and as soon as you contact him - you can ask for md3 =)
#18 Gio
09 Aug 2009, 8:56 pm
where ca i download the lifeline teleporter model (*.md3) ?
#17 Gio
09 Aug 2009, 7:28 pm
but i need the Lifeline.map and Mikko Sandt can send me the file...

Edited: 09 Aug 2009 AEST
tig-avatar#16 Tig
09 Aug 2009, 10:08 am
@Gio: A number of map files can be downloaded from: http://lvl.sourceforge.net/lvl-ogsl.php
#15 Gio
09 Aug 2009, 4:28 am
Mikko sandt... can u give me the file: Lifeline.map and the textures of lifeline?
i want to create a map like lifeline... becacuse lifeline is a very very good map :)

Edited: 09 Aug 2009 AEST
#14 Gio
04 Aug 2009, 10:57 pm
YES! BIG BIG THANKS TIG!! :)

i like to have another corrispondence with you... :)

Edited: 04 Aug 2009 AEST

tig-avatar#13 Tig
03 Aug 2009, 10:57 pm
OK, that means that you have a texture conflict with another map. These can be a pain to find. Basically, you have to move all other maps out of the baseq3 folder (do NOT delete them, just move them) - then start this map. Once you have done this the problem should be fixed.

To work out which other maps was causing the problem, start to add the other maps back to the baseq3 folder, a few at a time - then start the map again. When the problem returns, you have found the map that is conflicting :]

Don't worry about the comment report either.

#12 Gio
03 Aug 2009, 10:16 pm
i see the glass gray and white, inside and outside... any messages...

TIG I AM SORRYY! ! ! i am italian and i am 12... i have reported your comment in error

Edited: 03 Aug 2009 AEST

tig-avatar#11 Tig
03 Aug 2009, 8:52 am
Gio: You will need to help us a little before we can help you. Are there any error messages on the console when you load the map? What do you see inplace of the glass? Nothing or something that is clearly not glass?
#10 Gio
Not registered
02 Aug 2009, 10:49 pm
Can You help me?
#9 Gio
Not registered
02 Aug 2009, 9:15 pm
Very cool... but i can't see the glass texture...
#8 nou
Not registered
01 Jun 2009, 1:55 pm
yeah yeah yano nou lol ya i know rly cool no ya lol ya i know ya ok lol k ya pretty good no yeah i know lol yeah no what?
#7 051R15
Not registered
31 May 2009, 9:34 am
Looks okay, game play is really boxed in.

But what's the deal with the forced advertising for some lame pop band...? Quake Live players don't seem to mind, but in-game advertising = instadelete for me.

#6 Jul007
Not registered
15 Oct 2008, 4:39 am
Very beatiful map. With only 2 players funny as well.
big THX at mikko ;)
tig-avatar#5 Tig
27 Sep 2008, 8:15 am
There is one missing texture: 'textures/PanMikko/wrnjumppad'. This texture is part of a shader and does not produce 'grey and white' error.
#4 Missing Textures?
Not registered
27 Sep 2008, 3:48 am
I run all my review maps in a fresh vanilla Q3 install just to make sure I don't spot any missing textures. I didn't see any missing textures, so I'm not sure why yours would have some missing? Where did you see missing textures?
#3 Mikko Sandt
Not registered
23 Sep 2008, 1:24 am
Thanks for the review.

Yeah, I regret the fact I left the map so boxed - It'd have been better if I had allowed the player to drop outside the map and die (and tweaked the ramp). It'd have just been a bit too much of extra work and I couldn't take it at that point anymore.

I couldn't find any missing textures (I made a clean installation when testing the map exactly so that I could be sure of this) and Mark is the first one to mention missing textures.

Everyone seems to prefer the winter version. It really was just a last minute gimmick. I prefer the green & grey hue of the original version.

Anyways, what's the weapon respawn timer command in TeamDM?

#2 RaspAtan
Not registered
21 Sep 2008, 8:47 am
Didn't find the BFG.....
bones2#1 Mark
20 Sep 2008, 11:08 pm
unfortunately there are missing textures and having the map right at the edge of the box is noticeable. however on the plus side there is alot of style and consistency to the map in general demonstrating that once technical glitches are overcome with a little more practice and experience there are going to be some very refined q3 maps for the future
Close the map navigation system
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