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	<title>..::LvL - Q3A Custom Maps</title>
	<link>http://lvlworld.com/</link>
	<pubDate>Fri, 03 Feb 2012 20:36:23 +1100</pubDate>
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	<description>..::LvL is a review site for Quake 3 Custom levels</description>
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		<link>http://lvlworld.com/</link>
		<title>..::LvL - Q3A Custom Maps</title>
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	<managingEditor>lvl@lvlworld.com (..::LvL Admin)</managingEditor>
	<language>en</language>
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	<item>
		<title>Moonbreath by Scrama (CPMA/DM/Tourney/TeamDM 2-6 player)</title>
		<link>http://lvlworld.com/review.php?id=2196</link>
		<guid>http://lvlworld.com/review.php?id=2196</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2196" target="_top"><img src="http://lvlworld.com/levels/sq3t2/sq3t2sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Moonbreath by Scrama]" title="Moonbreath by Scrama" /></a>Contrary to the name and first appearances, "Moonbreath" is not a
military base set on Earth's natural rocky satellite. The name comes
from the fact that the moon looks down upon a chilly, brooding outpost
set right here on our planet. Evidence for this also comes from the
design decisions, including some rusty bar windows.
<p>
The arena is a <a href="http://www.promode.org/" target="_blank">CPMA</a>
tournament map at heart, but is also enjoyable for small FFA's and 2v2. CPM /
CQ3 physics will help greatly increase the connectivity as the light fixtures
are designed to allow for soaring above large gaps to snatch items like LG and
RA quickly and with a minimum of fuss. It's still playable in VQ3 though,
because there are no items in this map that necessarily require CPM physics to
reach.
</p><p>
The two highlight rooms are the RG room overlooked by the RA hallway, and the
LG / YA room. Controlling these important artifacts is essential to victory. Be
careful trying to obtain the RA - the other player may punish you with a
furious shaft across the hallway if you are not careful! Same can happen the
other way around - your opponent can flick a well-placed slug in your face just
when you are about to pick up your shiny ruby protection gear. Not to worry
though - the YA and GA (in CPM) may be able to get you back on your running
shoes if you are trailing behind.
</p><p>
It should be noted that the arena contains two red fog pits. This is considered
controversial in duel-oriented maps, but for me I think it works okay here. It
just teaches you to be more careful. Note that you can drop down on the hanging
chains and camp there, if you are willing to take the risk of accidentally
losing a frag, and that you have a RL in hand to get your butt out.
</p><p>
Lunaran's "cpm18" texture set dresses it in a sublime visual style with
some punctilious detail. The red fog makes for a nice warm and cool
color contrast, and the atmosphere permeates the fighting grounds with
that sense of solitude and eerie quietness. There are only a few strange
things about the graphics, such as a seemingly twisting pillar of rustic
metal strips - but that is just a matter of perspective.
</p><p>
Try it today!
</p><p>
<i>Reviewed by <a href="/p.php/EmeraldTiger">EmeraldTiger</a></i>
</p>]]></description>
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	<item>
		<title>Tactical Assault by EmeraldTiger (CPM/CTF/Team Arena 6-12 player)</title>
		<link>http://lvlworld.com/review.php?id=2195</link>
		<guid>http://lvlworld.com/review.php?id=2195</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2195" target="_top"><img src="http://lvlworld.com/levels/pasctf4_final/pasctf4_finalsm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Tactical Assault by EmeraldTiger]" title="Tactical Assault by EmeraldTiger" /></a>EmeraldTiger's entry for the
<a href="http://mapping.maverickservers.com/" target="_blank">Summer 2011
Maverick Mapping Competition</a> is a nice, small CTF map compatible with all
modes from Team Arena - nice work! Right from the beginning you can see that
quality is the most prominent feature of this map.
<p>
There is more than one access route from base to base. From the middle ground,
these routes cross over to form two clear paths - one above and one below.  The
easiest way, the one below, has a flame coming out of a wall, over an oil slick
on the floor. The player can either run straight through the flame for a small
amount of damage, or can try to <i>slide</i> under the flame on the oil using
the seldom used <i>crouch</i> feature. Some shortcuts can be found when playing
with the CPMA mod or with a slight increase of speed from
<i><a href="http://en.wikipedia.org/wiki/Strafe-jumping" target="_blank">strafe-jumping</a></i>,
which is always nice to see.
</p><p>
My main concern with the map is that there may be too many weapons available.
Playing with the maximum suggested player load of 12 also leads to a cramped
environment. 4 vs 4 games are a little tight but fine. Teams of 3 (humans) are
a lot more fun.
</p><p>
Visually, the texture choice is good (custom textures by EvilLair, Lunaran and
the author). I should warn you that there are some ad banners in this map, but
that is to be expected since this map was for a mapping contest. The only
visual drawback is the use of the original teleporter from ID. That one should
not be used anymore, but it's a personal taste, not a bad point in itself.
</p><p>
Bots play very well and use all available routes. They behave just like they
should.
</p><p>
Definitively a download and a keeper if you are into CTF or Team Arena.
</p><p>
<i>Reviewed by <a href="/p.php/DGhost">DGhost</a></i>
</p><p>
<b>Note:</b> This map can be played online at <a href="http://fraglove.com/" target="_blank">FragLove</a>.
</p>]]></description>
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		<title>A brush too far by r3tina (CTF 6-10 player)</title>
		<link>http://lvlworld.com/review.php?id=2194</link>
		<guid>http://lvlworld.com/review.php?id=2194</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2194" target="_top"><img src="http://lvlworld.com/levels/map-rjlctf1/map-rjlctf1sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[A brush too far by r3tina]" title="A brush too far by r3tina" /></a><i>A brush too far</i> was originally released in 2001 by
<a href="/a.php/r3tina">r3tina</a>.
11 years later this level finally appears on ..::LvL but, does it pass the test
of time?
<p>
If I am not mistaken, this was the first official CTF map for Quake3 by r3tina.
He has describe the map as a <i>"Pretty large CTF map"</i>, but you will soon
read that this may not be the case everywhere in the map. Not his best CTF map
by far, but still quality is here and you can see it with the routes from each
base, the layout of the weapons, ammo and items (only weapon missing is the
BFG). It is very well done. There are 2 routes from the middle going inside
each base, these routes then split along the way to the flag in a lot of ways
then resume to 5 entrances to the flag room. Of course the map is symmetric
since it has been designed for CTF. I do wish that there could have been more
space in the middle ground (where the Regen spawns). This would have balanced
with the larger inside areas. r3tina suggest 8 to 10 players for this map and I
think it is the right number. It can go up to 16 players, but you will discover
that this is too much (again the middle ground may be the cause of that).
</p><p>
Visually, there are a lot of the original ID textures and they are well used.
Some custom jumppads that I can not recognize are used and no mention about the
textures in the readme file. Some small areas in the map will probably remind
you of <i>The Dredwerkz</i> (Q3DM12), for example; where the Railgun and the
Megahealth are located. I also think that this is where this map shows its old
age, only by the look and not by the gameplay mind you.
</p><p>
Bot support is well done, they go almost anywhere, still they tend to
favor the lower route for going to the middle ground. Small drawback, no
Team Arena support, it would have been fun to be able to play it with
the power tech and try this map in Overload, Harvester or Oneflag. Only
CTF is supported.
</p><p>
Download? If you are into CTF like me, for sure, but I don't think it is
going to be a classic, r3tina has better maps already available in his
library.
</p><p>
<i>Reviewed by <a href="/p.php/DGhost">DGhost</a></i>
</p><p>
<b>Note:</b> The included readme file is well out-of-date and r3tina's contact details have changed. See <a href="http://www.theenginesofcreation.com/" target="_blank">r3tina's current website</a> for details.]]></description>
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	<item>
		<title>Carmack Fortress by deQer (EntityPlus Single Player - 1 player)</title>
		<link>http://lvlworld.com/review.php?id=2193</link>
		<guid>http://lvlworld.com/review.php?id=2193</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2193" target="_top"><img src="http://lvlworld.com/levels/krep1/krep1sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Carmack Fortress by deQer]" title="Carmack Fortress by deQer" /></a>Complex of Carmack's laboratories. Designed for the
<a href="http://code.google.com/p/entityplus/" target="_blank">EntityPlus</a>
mod. The download contains three connected maps for a real Single Player
experience. The enemies can be very hard to beat, especially Dr. Carmack
himself (Klesk bot).
<p>
<i>Spoiler</i>: In the first map you will find four super human creations from
Dr. Carmack and you will need to get past these to start the second map. Next
you are up against two super human creations, who are guarding Dr. Carmack.
After this, you will need to make your way through the small complex. The final
map will have you facing three super humans and Dr. Carmack himself. To reach
Dr. Carmack you need to get passed a simple column puzzle. Acquiring Carmack's
BFG will end the campaign.
</p><p>
Also included are the Single Player classics of <i>keys</i> to access important
and secure places.
</p><p>
Download and leave some feedback to help not only Deqer but other EntityPlus mappers.
</p><p>
<i>Reviewed by <a href="/p.php/CZghost">CZghost</a></i>
</p><p>
<b>Tigs notes:</b> While it is fantastic to finally see an
<a href="http://code.google.com/p/entityplus/" target="_blank">EntityPlus</a>
release, this mission has some serious bugs which highlight the issues and
complexity of creating both a single player game engine and the levels to
accompany it. For example, at the very start it is possible to <i>ride</i> on
the roof of the elevator back down. This will create an issue where the player can
not die and can not go forward. Another example, but not the only one is the
fact that it is possible to enter the final battle with only a Machine Gun. In
fact, it is very possible to lose (almost) any weapon shortly after acquiring
it and never see it again for the rest of the game. This can cause a serious
gameplay issue as later you are given the chance to collect more ammo but never
another weapon. deQer needs to be congratulated on the creation of this
release, but hopefully deQer's next release will be less buggy.]]></description>
	</item>
	<item>
		<title>Threewave - q3wpak2 by Various (Map pack / CTF / TeamArena 6-12 player)</title>
		<link>http://lvlworld.com/review.php?id=2192</link>
		<guid>http://lvlworld.com/review.php?id=2192</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2192" target="_top"><img src="http://lvlworld.com/levels/q3wpak2/q3wpak2sm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Threewave - q3wpak2 by Various]" title="Threewave - q3wpak2 by Various" /></a>The second official Threewave Map Pack for Q3A and Team Arena.
<p>
<b>q3wc1 - Bletney's return by Thumper & DD:</b> First CTF & CCTF map from
second map pack. The map is symmetrical from center, also item placement is in
symmetrical order. There are 5 weapons per team (10 in total), two Megahealths
and four armors (two for each team). The Quad spawns in center of map. Textures
have a <i>war</i> theme to them.
</p><p>
<b>q3wc2 - Desert Cemetery by Hype:</b> Map has an open desert and palace
theme. Like the previous map, this one has center-based symmetrical geometry.
There are 7 weapons per team (14 in total), two Megahealths. Four armors (two
for each team). The Quad spawns in center of map, but there are also two
Regenerations (one for each team).
</p><p>
<b>q3wc3 - Heat by DD:</b> A thermal power station theme and is not clearly
symmetrical. Also uses a number of ID textures, notably lava or base trims.
There are 7 weapons per team (14 in total), four armors (two for each team),
two Megahealths and some Teleporters. There are two Quads (one for each team)
and two Regenerations. A big fan is in center of map.
</p><p>
<b>q3wc4 - The Dead Zone by DD:</b> A pulse and electricity theme. The layout
is perfect symmetry.  Some underway catacombs can be found. Each of the four
teleporters will bring you near the center of the map. There are six weapons
per team (12 in total), five armors (two for each team, one is in center of
map), two Megahealths, Regeneration and Quad. Catacombs are very dark, but each
contains GL.
</p><p>
<b>q3wc5 - Showdown by DD:</b> This map is like a space base. Also, perfect
symmetrical layout.  Some nice details which you will notice in game. The map
has  no center, there is a void instead. Four weapons per team, four armors
(two for each team) two Hastes spawn in open areas.  Four teleporters can be
found here. Heh, very good place for alien wars :D
</p><p>
<b>q3wc6 - Twisted base by Hype:</b> Classical Tech CTF map. Perfect symmetry
once again. There is an exterior in center of map. 7 weapons per team are
included (14 in total), you can find four armors (two for each team). Two
Regenerations, two Hastes and a Quad. Megahealth is unfortunately under Quad
spawn. There are two teleporters near Megahealth to get back to higher places.
</p><p>
<b>q3wc7 - Wizard's Manse by DD:</b> This map is in classic gothic style, and
is not symmetrical at all. There are 14 weapons in total, 3 armors, one
Megahealth, Two Quads and many teleporters. The corridors will confuse you head
;)
</p><p>
<b>q3wc8 - Ultimatium by DD:</b> Classic tech style and perfectly symmetry.
There are 13 weapons in total (6 per team, one in the center), six armors
(three for each team), two Regenerations and Hastes, some item placements are
not symmetrical.
</p><p>
These are all enjoyable Q3A CTF map that will please any CTF fan.
</p><p>
<i>Reviewed by <a href="/p.php/CZghost">CZghost</a></i>
</p><p>
<b>Tigs notes:</b> A number of these map have been influenced from earlier id
Software release as well as from the original Quake CTF. For example, <i>Showdown</i>
(q3wc5) is a re-make of the final level of Quake 2, converted for CTF. Another
example is <i>Wizard's Manse</i> (q3wc7), which has been heavily inspired by
<i>The Wizard's Manse</i> (e2m5) from the original Quake release.
</p>]]></description>
	</item>
	<item>
		<title>Gauntlet (CCE) by AiO.Wiz (DM/Tourney 2-4 player)</title>
		<link>http://lvlworld.com/review.php?id=2191</link>
		<guid>http://lvlworld.com/review.php?id=2191</guid>
		<description><![CDATA[<a href="http://lvlworld.com/review.php?id=2191" target="_top"><img src="http://lvlworld.com/levels/gauntlet/gauntletsm.jpg" width="160" height="120" border="0" align="right" style="padding-left:4px;padding-bottom:4px" alt="[Gauntlet (CCE) by AiO.Wiz]" title="Gauntlet (CCE) by AiO.Wiz" /></a>Gauntlet is a small, seriously flawed deathmatch map that contains the
typical characteristics of a person's first creation, and then some.
<p>
The map's theme is highly eccentric. It feels like a childrens
playground with its bright colors, some of the textures, and some
crayon marks on the walls in one room. But the shining metal, computers,
etc. suggest some research facility as well. Maybe it is a laboratory
for 5-year olds? Someone help me please! At least it is consistent.
</p><p>
The layout is symmetrical and could have been massively improved with
more connectivity, (some rooms having only one way in and out) a higher
ceiling (I bumped into the sky?) and more vertical action. One room
contains a bridge with a MH and serves as a hub to the rest of the
rooms. Two of them contain an almost identical arrangement of crates
with differing colors, almost resembling children's play blocks more
than shipping containers, with a strip of slime which can not be fallen
into and is used only for "aesthetic" purposes. Both rooms contain
either a RG or LG depending on which one you are in.
</p><p>
The other two rooms branching out from the center are slightly larger
but even more terrifying. At the very end of either room is a control
panel with random images of video games, software, posters, etc. which
have been placed there with no real sense of theme or atmosphere. (i.e.
making it look like a lab computer, etc. instead of a mix-mash picture
gallery) Next to that is a pair of <i>layered</i> doors which must be opened
separately with your weapons (you cannot just walk up to them) or by
shooting the button next to them. As the first door slides you will behold
a screenshot of an MS-DOS window with various computer settings - what
the heck?
</p><p>
If that was not scary enough, it all reveals a room using a high-contrast
CPU texture (which is meant to be a shader blend, and not used by
itself) everywhere and shelves containing a collection of weapons
(including the machinegun!), health, armor, etc. with a RL inside a box
that must also be shot to open it. In an actual game this means big
trouble as one player can grab a hefty arsenal with little time and
effort. If you ever get thirsty, there is also a few cans of exotic
Mexican sodas, the textures slapped on small rectangular prisms with the
white blank background around them. There is also an accelerator pad
pointing towards the ramp up to the MH in the central room - really?
</p><p>
Yeah... I think it's safe to say that you should stay away from this
place. Hopefully, however, the author can examine his mistakes and
improve upon them in future maps. Time will tell...
</p><p>
<i>Reviewed by <a href="/p.php/EmeraldTiger">EmeraldTiger</a></i>
</p><p>
<b>Tigs notes:</b> The original release, which EmeraldTiger used to review,
included a number major issues including, but not limited to the following; a
copy of the authors <i>q3config.cfg</i> (never include this), a damaged bot file and
extra files that are not required. These issues have been corrected and the
level now supports bots as well.
</p>]]></description>
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