Methos' Q3A Map Review
Let me preface this by saying that all the maps (except for Tourney5) look great. They have wonderful architecture, colors, sky etc. As nice as that is, it means nothing when it comes to gameplay. With Q3A being an on-line game, gameplay means everything. We're all aware of the changes to the weapons, teleporters and general playing conditions. Let's see how the maps fair in regards to Teamplay and 1on1 maps.
Before you read this, there are certain things you should know. The first, is that I'm not a fan of maps that have a lot of environmental traps. I don't mind the lava / slime but, I don't care for "floating maps" where you can fall off them. Also, I'm not a big fan of the jump pads. One or two on a map is fine but, not when you get ten or more.
You can click on each picture to see the full view. The pictures are high quality 800x600 pics. Here we go
Quake 3: Arena DeathMatch Maps
| Q3DM1 - Arena Gate: It's
as simple as they come. I actually like this map as it separates the
rocket launcher from the red armor. Since each player always seems to
be heading towards one or the other, you tend to meet in the middle. I
like the way the RA is out of the way and not just sitting in the
middle.
Players: 1on1, 2on2 and 6-8 FFA |
| Q3DM2 - House of Pain:
Not much to this map. Once again, you find the major weapons to be RL,
Plasma along with RA, YA and Haste power-up. Simple map with the RL in
a separate room which is sure to be camped. Fortunately, there is more
than one way out of the water.
Players: 1on1, 2on2 and 6-8 FFA |
| Q3DM3 - Arena Of Death:
This is actually a decent map but, it has poor weapon placement. Also,
the major weapon changes through the match. i.e.: where the RL is at
the start, later it becomes the Plasma gun. An alcove for the RA makes
it a camping spot. The Grenade Launcher makes it's first appearance on
this map but, is placed in a spot perfectly made for spamming.
Players: 1on1, 2on2 and 6 FFA |
| Q3DM8 - Brimstone Abbey:
This is the first map to introduce us to two new features of
Q3A. Actual see-through water and doors. Once again, you have to work
to get the RA, which I like. Now, you're saying, "Methos? Doors
are doors, man!". Well that's true but, the difference with the
doors in Q3A is that they open when shot. This may not seem like much
but, it will have a dramatic affect on player strategy. With the
footsteps still in Q3A, you can now fake-out an opponent by shooting
the door before going through or heading in another direction.
Players: 2on2, 3on3, 4on4 and 12+ FFA |
| Q3DM9 - Hero's Keep: What
looks like a 2 part map. One side with RL and armor, the other side
with RG and armor. Too small for a clan map, too silly for a 1on1 map.
Players: 2on2 and 8 FFA
|
| Q3DM13 - Lost World:
Probably the best 1on1 map in the entire game. Unlike the other RL /
Plasma maps, this map has the LG to counter the RL. Nice weapon
placement and decent design for the map. The RA is decently hidden and
the GL can be used for non-spamming purposes.
Players: 1on1, 2on2 and 6 FFA |
| Q3DM14 - Grim Dungeons:
Another map that will be used for clan matches. Lots of weapons,
fighting areas and power-ups. It's a very Q2'ish type of map and it
has lots of pitfall areas but, it's seems decent.
Players: 3on3, 4on4 and 12+ FFA |
| Q3DM15 - Demon Keep: I had
fun while playing this level. Even though it has lots of jump pads, it
still required some strategy. It's a deceivingly large map with lots
of areas to fight in. To me, this is the way an ffa map should be
designed. Both indoor and outdoor areas, lots of room and decent
amounts of weapons. It actually reminds me of a couple of the Q2 maps.
Players: 3on3, 4on4 and 12+ FFA |
| Q3DM16 - The Bouncy Map:
Ugh. Bouncy Map is the perfect title for this one. It's the first of
five "space" maps that do nothing for me. Get your railgun
and practice your aim. You'll need it for these next 5 maps.
Players: 6-8 FFA
|
| Q3DM17 - The Longest Yard:
A little bit better than the previous map, it requires a bit of
thinking but, it's still an ffa, rail map with lots of places to fall
from. If you're playing against an opponent with exceptional
Railgun aim, you'll want to rename this map to "Nowhere To
Hide".
Players: 6-12 FFA
|
Quake 3: Arena Tournament Maps
They're not what you might expect from "tournament" maps. Matter of fact, a couple are poor excuses for any type of map.
| Q3Tourney1 - Powerstation 0218:
Okay, it's a map. Not much of one though. It's very plain, has an RL
and Quad.
Players: 1on1, 2on2 and 6 FFA
|
| Q3Tourney2 - The Proving Grounds: I
thought this level was average in the "test" version of Q3A.
Unfortunately, it's one of the better ones that they've made for the
full release. Spookie thinks that this map typifies the 1on1 maps in Q3A. I
have a feeling that his comment was brought on by a lack of options
rather than choice. Taking away some of the health from the test
version was a good choice. Players: 1on1, 2on2, 4-6 FFA |
| Q3Tourney3 - Hell's Gate:
This map is starting to grow on me. As mentioned previously, this may
be from a lack of options rather than being good by design. If you can
avoid falling off and you have decent RG aim, this map could be for
you. The weapons have been nicely placed so that it would be hard to
dominate the level to any degree. I'm glad there is no GL on this map.
Players: 1on1, 2on2, 6-8 FFA |
| Q3Tourney4 - Vertical Vengeance:
Decent map but, perhaps a bit big for 1on1 as you tend to chase a lot
during matches. A bit too many camping spaces for my liking but, that
could lead to some interesting strategy for 1on1 matches. Could be
fun for smaller ffa matches too.
Players: 1on1, 2on2, 4-8 FFA
|
| Q3Tourney5 - Fatal Instinct:
One word, YUCK! Players: Don't bother
|