Avatar3, Avatar's Rocket Arenas
for DOOM2. I didnt create another 5 level pack until now because I didnt
really like Quake's 1 on 1 deathmatch compared to DOOM's. In general, Avatar1
and 2 focused on the 1 on 1 element, and I didnt feel I could capitalize on
that in Quake without resorting to item/weapon hoarding based strategems.
and map skill, rather than timing it so you'd be on the Quad right when it
appeared. Unfortunately, after finishing the 3rd map and getting half way
through an eventually-aborted 4th map, I shifted my focus to TargetQuake.
Thus Avatar3 arrives just a bit too late for Quake. I probably wouldn't have
finished the pack at all had Rocket Arena itself not denied the maps inclusion
in their Final Arena pack. I try to take my maps in a more skill over ping
direction, whereas most all of the chosen Rocket Arena maps give great
advantage to the players with the best net connections. Had it not been for
great skill based maps like Edge of Insanity, I probably wouldn't have been
inspired to make this pack at all. Its a shame Rocket Arena does not see the
attraction of maps such as Edge, I hope they're more accepting of strategic
maps in the future.
combination with id textures. I've also continued the tradition I started
with Avatar1 and 2 of signing an out of the way texture in each level. Find
all 5! Each map (that has water) supports gl transparent water.
a .pak file. Just put them in your quake\ra\maps or quake\id1\maps directory
and you're ready to go. Servers, use Avatar3.cfg to rotate through the
five of them. Questions and comments should be directed to avatar@canweb.net.
Be sure to check out wendigo and I's Quake movie, Blahbalicious, at
http://www.planetquake.com/blah and my Quake partial conversion, Target
Quake, at http://avatar.telefragged.com.
area bars aren't bugs, they're FEATURES brought to you by virtue
of Worldcraft. A neat part is that the spectators can chop you
through the "teeth" with their axe. Haha!
Avatar2 (Great Bridge) was about a bridge. The importance of
altitude is emphasized in this level as even little gains
translate to greater frags. A last minute recompile resulted in
one of the bridge supports making a mysterious disappearence. Argh.
of a standard fare rocket arena map, but as the name implies there's
a little bit more slipped under the table. This map is the basic
idea I had wanted with Avatar1's 3rd level, FragMan, but you couldn't
have slanted floors in DOOM.
clipping based brushes. Has a nice "fighting in a canyon" feel and
captures the King of the Hill feeling Rocket Arena (and Avatar2
map3) is about. For some reason the "transparent" water on this
map is fuxored. Recompiled it with both wqbsp and treebsp with
transparent water and got the same wack results.
map's title corrosponds to a techincal problem I was having while
making it. This is closer to the idea I started designing Stone
Cold around, but my excessive clipping turned the face count against
me.
thanks to Preacher for insight on fade distances with Arghlite
(helped the last two levels a lot). And thanks in advance to any
servers that run these maps!
of any nifty cds or whatever you put these levels on.
Unzip this file in your quake\id1\maps or quake\ra\maps
directory and you're good to go!
You're later than like
other people!