Menu..::LvLForumExploreSearchProfile avatar

Lsdctf (2 maps)
SaLT & Loco

Write a comment
Bold
Italics
Small
More...
Preview only
Tetzlaff
12 Oct 2000 #16
Forsaken Citadels (lsdctf1) has very nice, monumental architecture and interesting layout. But Botplay isn´t fun because of that double jumppads, they just don´t manage it...
Edit ~ Delete
Necromancer
21 Aug 2000 #15
Got to check out the 'security monitors' in lsdctf4, awesome concept!
Edit ~ Delete
OneMan
21 Aug 2000 #14
Top 10 most popular maps as ranked by the CLQ, top 3 non-id maps! These maps own!
Edit ~ Delete
dope
26 Mar 2000 #13
bots totally cant handle lsdctf1, it was soo funny a bot on my team had the flag on the other teams double jumppads and just kept jumpin up and down and up and down and up... stupid friggin bots..
Edit ~ Delete
[NRD]10sun
28 Feb 2000 #12
As much as I like LSDCTF1, I do have to complain about the significant drop in frame rates in several areas. I recently got a GeForce DDR(now I'm running with everything cranked), so this kinda dissappoints me. I await the next release of LSDCTF1... it is great playing it with the FragLan Mod.

On LSDCTF4, I played against a half dozen hardcore bots with 4 of my friends and it was just too easy b/c they couldn't navigate the upper passage to the flag and thus got stuck at the gate and were consistently "raped" by the d. Might I suggest making the quad a bit easier to get to b/c it was rather difficult without the grapple to make those jumps correctly.

Edit ~ Delete
Techno
23 Feb 2000 #11
Obstacles enhance the gaming experience by adding strategy. These aren't rocket arena maps. Anybody with real CTF experience remembers the countless hours they spent playing the Forgotten Mines map. It owned and now I can play it with Q3, w00t!
Edit ~ Delete
both artists-bad mappers
17 Feb 2000 #10
Salt and loco are wondeerful artists and it shows with detail,creativity and textures and lighting.....but they are horrible at making user maps...both are kind of unplayable{mines level with water and obstacles} and {Citadel is too open and detailed and hurts ganeplay by lag and space]
Edit ~ Delete
Rockford
16 Feb 2000 #9
Naa..this map is not staying on my hard drive...

Edit ~ Delete
SgtRock
15 Feb 2000 #8
As good as the 3wave maps??? Are you on some sort of acid, Assball?
Edit ~ Delete
Stoobie
15 Feb 2000 #7
ctf1 is pretty awful. the double jump pads are a failing cutesy move. there are large rooms with no purpose other than to blunder into and waste time in. the middle water obstacle is just a pain in the butt, like a boot camp nuisance. get rid of the damn wall, put a bridge over it or something, let's get back to stronghold. I dunno, it's like a series of mapping exercises, jumbled together. a 3 for this one.

ctf4 is pretty good, however. It's especially interesting to compare it to one of the halctf's, also a remake of forgotten mines, and this one's way better. In this one, he added some features that incorporated bits of the smelter q2 ctf map, which I liked. the gates at the opening to the map rooms are interesting, too. give that a 7.

5 overall

Edit ~ Delete
Infern0
15 Feb 2000 #6
I think Loco's map is awsome. Salt, your map is awsome to except for the framerate thing, which your already working on. My advice is release each map seperatly next time so they get rated individually. I released a map yesterday (jtnctf1)at frenchys and it got rated a 4/10! Yours are a lot better than mine :)
Edit ~ Delete
AssBall
15 Feb 2000 #5
These maps are fantastic. For as big as the first one is, it really doesn't hurt my graphics that badly. I like the mine one more than the previous conversion (halctf1). Personally, I think these maps are as good as the ThreeWave pack.
Edit ~ Delete
not entered
14 Feb 2000 #4
the one without the water is just plain to big and open. the one with the water is a little better, but slightly cramped. next time work on structure and architechture a little more and then go into small visual detail
Edit ~ Delete
SgtRock
13 Feb 2000 #3
Eeeh, sorry I didn't care to much for these maps. I was a fan of Forgotten mines for Quake1 but for Quake3 this map just doesn't flow at all. The speed of the portcullis is way to slow, maybe needs to be ditched all together. the water areas need to go or some type of docks or something connecting so you don't have to swim. Just to slow to get through. With the grapple you could zip through these areas, now they are just a slow death trap.

The other map I really didn't take to much either. The whole map just seemed awkward and all the areas seemed a little to huge for me. The interior base of the flag area was just the opposite and seemed a bit small. In a large game it might be a little to hard to capture your opponents flag with some good D in there.

After tonight I doubt I will play these 2 again. Just didn't float my boat.

Edit ~ Delete
LsD-Salt
13 Feb 2000 #2
Heh...ambitious? It was an attempt to make a map specifically targeted for pub play. The map really isn't meant to be interesting with less than 8 people...

As to the framerate issue - I've done some tweaking and increased the r_speeds alot in the "trouble" area near the quad tower. I'll be re-releasing this map soon along with another all new map.

Edit ~ Delete
TargetBoy
13 Feb 2000 #1
I've played both these maps and had a great deal of fun with them. There was only one place where there seems to be a slowdown on Forsaken Citadels and that did not seem to get heavy play.
Edit ~ Delete
Theme:
Not set
Bots:
Textures:
Not set
Comments:
16 comments (25.97 yrs ago)
Ranked:
Downloads:
3,361 & 29 LiveViews (daily avg. 0.35)
File:
lsdctf.zip, 3.15 MiB
PK3 date:
25 Jan 2000
..::LvL ID:
NewerOlder

Map history:
Clear
    ..::LvLExplore
    Search history
      ..::LvL Markdown
      The following syntax can be used to format comments.
      Close

      Loading...

      Map Search

      Search for a map.

      Results will appear here.

      Map peak