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Castles Arrrghhh
Hal9000

Added: 2 Feb 2000
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raspatan
15 Dec 2020 #42
Unorthodox layout of base, center and their connectivity, but imo detrimental to gameplay. Too many poweraps in the middle too. It might be possible to gain easy control of the three. There is an interesting door in the base that can be locked, which gives some cool strategic element to it. But still this is not enough to elevate gameplay to a quality level.
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Not me.
6 Apr 2002 #41
I was gonna download it, but after seeing the bigoted comments on his webpage where he advocates racial profiling and scrutinizing "every single middle eastern person living in this country" just because of the actions of a few neanderthals, I think I'd rather not. Hal the neo-Nazi has left a very bad taste in my mouth.
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Cyco-Dude
1 Jan 2002 #40
a decent map. it wouldnt been a lot better if it had a vertical aspect, as it is, only the bases have a second floor. i think the middle choke (the bridge and the underwater moat) shouldve included 2 entrances (or perhaps and roof entrance?), as it wouldve made it easier to get by there. the button for the from gate it amusing, but worthless since you can just stand there and hold the gate closed. there is Z-fighting on both sides of the moat. there is Z-fighting on those cross things on the ceiling. the blue button goes out, instead of in. there is no txt file in the zip or pk3. there is no arena file.

i DLed your 2nd version, there is still Z-fighting on the cross things and on the red side of the moat.

all in all, a good-looking map, but i think it wouldve been better with a vertical element, such as roof-top pathways. 7

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Cyco-Dude
1 Jan 2002 #39
a decent map. it wouldnt been a lot better if it had a vertical aspect, as it is, only the bases have a second floor. i think the middle choke (the bridge and the underwater moat) shouldve included 2 entrances (or perhaps and roof entrance?), as it wouldve made it easier to get by there. the button for the from gate it amusing, but worthless since you can just stand there and hold the gate closed. there is Z-fighting on both sides of the moat. there is Z-fighting on those cross things on the ceiling. the blue button goes out, instead of in. there is no txt file in the zip or pk3. there is no arena file.

i DLed your 2nd version, there is still Z-fighting on the cross things and on the red side of the moat.

all in all, a good-looking map, but i think it wouldve been better with a vertical element, such as roof-top pathways. 7

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andrew
25 Jun 2001 #38
how do you open a file after u download?
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Cool Cuzzin
9 Jun 2001 #37
not bad...looks like the classical look for da castles.

Good effort and good gameplay.

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hannibal
2 Mar 2001 #36
Apparently the link I gave below get smoked by Telegragged. here's the general link to Hal's site, you can find the maps from there.

<a href="www.whatthehal.com/" target="_blank">www.whatthehal.com/</a>

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hannibal
21 Feb 2001 #35
There is an updated version of this map (HALCTF2B) at Hal's site that improves this puppy. Go to: <a href="www.whatthehal.com/maps.html." target="_blank">www.whatthehal.com...html.</a> I dig this map to high heaven--unique in that opponents can pop into the crossroads area with little or no warning...thus, some up-close and frenetic fighting in the mid ground. Good stuff!
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{GDC} -Nekrataal-
28 Jan 2001 #34
Played it several times on LAN parties. This map ist great to play although a little bit hard to defend. We tried setting up defense on our half of the middle section (where everybody has to pass) which turned out to be a success.
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Sar
21 Jan 2001 #33
In your Baseq3 folder
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not entered
20 Jul 2000 #32
hi, what folder do u put this map in when u downlaod it?
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[spider]
28 May 2000 #31
Very kewl map... Has a Dueling Keeps feel to it...
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-=blazescooter=-
15 May 2000 #30
I thought it was a good ctf level with a good fun factor and great gameplay I would recommend downloading as soon as possible.:)
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Vinalys
20 Apr 2000 #29
Euh... G voté une fois de trop, désolé. J'avais mis 0 et g corrigé avec 9.
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Vinalys
20 Apr 2000 #28
Pour les français: Très belle map de CTF avec des chateaux et des Arrrghhh...

~8)

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Vinalys
20 Apr 2000 #27
Pour les français: Très belle map de CTF avec des chateaux et des Arrrghhh...

~8)

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Jago
3 Mar 2000 #26
Great map

good powerups

nice frag place !

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Grunt
23 Feb 2000 #25
I think the map is really nice and good gameplay. Although you have to be pretty many if you want to have fun so I use to play 4on4 on this map... 2on2 wasn't enough I found out. I have some complains anyway, I don't know what other think but I think is too tight at some places and sometimes it feels like a labyrint and sometimes you can't find weapons at all. But you have been made a hard work on this, the design is awesome and so is the gameplay (when you are, like I said before, many people) Still I have just played this map against bots but I have a LAN this weekend at my place and then I'm going to show this to my friends. I think it's gonna be hell fun! Go on mapping... cya!

The Swedish Grunt

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Fool
19 Feb 2000 #24
Really nice CTF map. It feels good to have someone looking out for us CTFers out there. Strategically great map, except for one thing. It's a little too easy to grab the flag and haul balls out of there. (Especially playing against bots, even on "nightmare".)There are too many turns that the chaser can't get a good shot in. I can't cry too much though. Just makes a team develop some strategy.

But let me take some personal time for a suggestion. Can we in the CTF community get a "paintball" themed level. A little something different from castles and goth cathedrals. Something outdoors. Grass, hills, and tree's maybe. A river?! OMG! Obstacles, bunkers, and sniper towers; OH MY!

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Godzirra
18 Feb 2000 #23
Damn good remake of the Forgotten Mines from Quake 1. Almost all features from the original. Niced added features are the "spy cams" to alert your of incoming enemies. VERY NICE!!!!
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Octovus
17 Feb 2000 #22
Nice work... but the porticullis lowering button did get MAJORLY annoying after a while.. I ended up just kicking people who wouldn't let up on the damned thing once in a while. I think some music might have done the trick in giving this map the correct feel.. this is probably my third favorite custom ctf map, beaten by Japan Castles and Two Halves. 7.5 outa ten, but that don't exist.. so 7, srry.

Happy fraggin! Octovus

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=PCI=Solicitor
16 Feb 2000 #21
great map. Its hosted on Visi =XL= q3ctf newer maps

209.98.###.### (can't remember my server ip right now I think its 32.38) Just sort it alpha by server name.

This and 3 other good maps + the 3wave maps are on multiple T3s!

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NoMercy
8 Feb 2000 #20
All I can think when I see this may is how my map (in slow development at the moment) is a poor excuse for a box compared to this.
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Player
7 Feb 2000 #19
Good map with nice architecture and layout.

However, there are 2 things I think could have been improved:

  1. Powerups too close together. It's easy to get all 3 with 20 seconds left on each. Moving the haste/regens to the courtyard right outside each flag room would probably be better.

  1. A wait should have been put on the portcullis button. As it is now a guy can stand there and hold the button in, basically making that entrance useless. If, however, the button couldn't be pressed again until 5 or so seconds after the gate came back up, it would require more strategy and teamwork for effective use.

Good luck with your Ra3 maps.

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Twitchfactor
7 Feb 2000 #18
Thumbs up...

(and I'm totally tired of castles / gothic)

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Tigger-oN
6 Feb 2000 #17
goto console

type /g_gametype 4

type /map halcft2

thats it, if you have any other problems send an email of to hal_9000@bellsouth.net

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Riot
6 Feb 2000 #16
I can´t get this map to work! =(

When i write in the name, it starts to load, but when it comes to the pak, it stops, and i see i a Q3 menu again...

Can somone help me? I realy wanna try this map!

Mail me at: Shar@algonet.se

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Tigger-oN
5 Feb 2000 #15
to add ANY map to menu, follow these simple step;

1, open pak0.pk3 in winZIP or some other .zip program

2, extract the file areans.txt

3, open this file and edit to taste

4, make a folder called scripts in the root of a drive (ie, c:scripts) and svae areanas.txt in this folder

5, make a .zip file with this folder info called z.zip in your quake3arean/baseq3 folder

6, rename z.zip to z.pk3

7, start quake3

  • i guess i could have said this a bit easier, however its not a hard thing to do, you should get the idea from this anyway (i hope :])

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Stone Cold Spider 3:16
4 Feb 2000 #14
HAL9000

now u have the details

eva thought out re-releasing this map so it shows up in the menu???

just an idea =)

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d3f3nd3r
3 Feb 2000 #13
Hmm. I like it. It's not overly complex like some fort maps are, which makes it playable for smaller-sized CTF games. One problem I noticed, however, was some type of texture corruption I got on the wall outside of either underwater tunnel entrance. (Lightmap, 32 bit color, 16 bit textures, texture detail 4/4)
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HAL9000
3 Feb 2000 #12
Hey, thanks for the compliments guys.

A note on why this map doesn't show up in the menu. It was finished before the details on how to add the map to the menus was available.

From now on, all my maps will be in the menus :)

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AssBall
3 Feb 2000 #11
Thx.. it was one of those days..
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speccy
3 Feb 2000 #10
AssBall:

mote: tiny particle of dust

moat: what this map has

Sadly q3a only renders the latter at the moment.

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Stone Cold Spider 3:16
2 Feb 2000 #9
GREAT MAP!!!!!!!! thats all i have to say :)
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Vd
2 Feb 2000 #8
But oh so right-angular again. Come on guys lets push Q3 where it can obviously go and stop all this q2 style maps with the odd curve and nicer textures.

Q3 is capable of so much more, believe me. Look out for Dusk Duel nearing the end of this month.

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TechBlade
2 Feb 2000 #7
Dam good job!

I hav'nt seen a map this good for a long time!

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Kancer
2 Feb 2000 #6
Oh and I wish more map authors would set the map up so that it shows in the Q3 menu. Guess i'm spoiled from most of the new maps that do that.
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Kancer
2 Feb 2000 #5
My calls have been awnsered for a kick ass CTF map!
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Tigerhawk
2 Feb 2000 #4
Hal9000 has produced another amazing map! <b>Great work Hal!<b/>
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AssBall
2 Feb 2000 #3
I have really nothing bad to say about this map. The technical part of the construction is flawless for my purposes, and the archetectual part is equally appealing. It runs very well on my ass-licking V3.

Item placement is great (esp. the quad and the extra ammo for campers in the rafters). I also like the switch which pulls down the steel gate. The moat (mote?) is a nice feature as is the building between the two bases. It looks like you'd need around 6 people to play on this map to make it fun. Unfortunately I don't have that many friends :).

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0xide
2 Feb 2000 #2
Breathtaking.
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Lard
2 Feb 2000 #1
hehe, neato map bro, let's hope your RA3 maps will be this good :)

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Theme:
Bots:
Textures:
Comments:
42 comments (5.79 yrs ago)
Ranked:
Downloads:
11,396 & 366 LiveViews (daily avg. 1.21)
File:
halctf2.zip, 3.28 MiB
PK3 date:
16 Jan 2000
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