damnit, i just downloaded beta 1 only to find this link at the bottom of the page saying you released the full thing, oh well, downloading.:up:
i'll give it a try. i'm always looking for a good ctf map, and i liked your dm version.
oh yeah!, lots of fun! bouncy and intense, good job!
Re: CTF-BeyondReality (Remake of the Q3 map MPQ3TOURNEY6)
Since I was the guy who showed you this map, I might as well comment, no? It's nice. Plays pretty much exactly like the original - everything's as close as it could realistically get. Now I need create a roster of ultra-accurate bots and relive the glory. Though in the handful of games I tried the stock guys (on Masterful) got more captures past me than the Q3 bots (on Nightmare, the 5th and best setting) ever did.
Oh, and you pretty much nailed the placement of the bouncer to the center platform, which is amazing considering you only had one screenshot to work off of, taken from the other side of the map!
Incidentally, in case someone hasn't played Q3 and are wondering about the side platform: The slider is a holdover from the DM version, The Very End of You (which, as Akbalder has mentioned, he also redid) and the original CTF version, Across Space (which was just TVEoY with flags). It didn't get much use there either. But when you do manage it, it's a hoot. Some players get too obsessed with an aerial attack and don't notice a "walker" until he's on their flag.
And no, the Q3 bots weren't bright enough to use the air control trick to land right near the flag, either.
And if you played Q3's The Very End of You/Across Space but not Team Arena's Beyond Reality: The larger platform is an addition for Q3TA. It's to provide an extra route off the squisher and between the bases. It's also to accomodate some of Team Arena's gametypes, like OneFlag or Harvester, which require an easily accessible neutral area along the map's symmetry line. In those modes, it's the squisher side of the map that sees less traffic.
(Capture the) One Flag, BTW, is sort of like Bombing Run if the ball was a flag (no passing, you can fire a weapon). Harvester was, er, rather more unique.
Anyway, I'm digressing. This map is a wonderful flashback to my pre-UT days. Good job!
nice CTF version of Q3 DM map, good music choice, like the red/black and blue/black trims at each base, bullseye and arrows; gameplay is decent, but my bots canĺt defend well; jumps seem slightly off, but I never liked them in Q3 anyway.
Indeed, SkaarjMaster deserves his little banner for showing us the old "treasures".
Got sidetracked on my Q3 quest, but I'm almost done and will get back to the regular reviews for UT2004 and UT3.