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Around this time fully fogged enviroments were all the rage in the Quake 3 mapping scene, so I decided to make one too. The map was based on a futuristic research facility that had recently been abandoned. Beta testing went well, however I was not happy with the flow of gameplay the map offered. Also my construction of the map had not took into consideration the amount of cpu cycles/fps the fogged enviroment would take up, and this had dire consequences resulting in very poor performance on slower computers. I decided to give up this project and start afresh, which lead to q3f_Generator.
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