Reflex Arena

Reflex Arena

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Blood Run [nodm19]
   
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Maps: 1v1
File Size
Posted
Updated
7.079 MB
16 Jun, 2016 @ 4:27am
27 Jan, 2018 @ 8:58pm
14 Change Notes ( view )

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Blood Run [nodm19]

Description
Port of CPMA map - nodm19
Thanks to Duck for Vendetta sign!

Original description:

Title : Blood Run (CPM Edition)

Author : Original by Sten "ztn" Uusvali
: ztn@planetquake.com
: http://www.planetquake.com/ztn

: Remake by Rich "swelt" Jacques
: swelt@cpma.org.uk
: http://www.swelt.nildram.co.uk

Description : Quake III Arena level based on
Blood Run for QW (ztndm3) and
Blood Run for Q3A (ztn3dm1) reimagined
for CPM gameplay.

~~ OPTIMISED FOR CHALLENGE PROMODE ~~
~ http://www.promode.org ~

================================================================

- Level Information -
Game type : 1v1, 2v2, ffa
Single Player : Yes
Player load : 2 - 8
Weapons : SG GL 2xRL LG RG
Stuff : 1xRA, 1xYA, 1xMH, 2xGA, Quad (TDM/FFA)

- Construction -
Editors used : GTKRadiant
Utilities used : Q3Map2, Editpad

- Notes -

This is a remake from scratch of ztndm3/ztn3dm1. Full credit to Sten "ztn"
Uusvali for both of his original versions of Blood Run. This remake is a
total reimagining from scratch of the Blood Run layout, but mapped in a CPM
style.

With other remakes, I've tried to keep the gameplay the same. With
this remake, I've tried to do something a little different. There are elements
of both the QW original and the Q3 edition mixed in this map, and a few little
tweaks just to suit CPM.

I'm sure that ardent ztn3dm1 fans will react with shock to ever single one
of these changes, and I am not looking to replace ztn3dm1 in that way.
Instead, I am looking to provide a familiar complex layout with a flow and open
architecture that has come to be the signature of CPM maps.

Aesthetically, I've gone for the oppresive prison theme, with a dash of Big Brother
that comes with Rorshach's Vendetta set. The lower MH hallways has in some ways
become the nominal 'blood run' of the title in a visual way. I hope it works,
without getting in the way of the gameplay.

- Credits -
: id Software for Quake, Quake 3
http://www.idsoftware.com
: Sten "ztn" Uusvali for ztndm3/ztn3dm1 and all his other great work over the years
http://www.planetquake.com/ztn
: Rorshach for his Vendetta texture set
http://www.planetquake.com/polycount/cottages/rorshach/
: Lunaran for floor and liquid textures
http://www.lunaran.com/
: Amethyst for the Skybox
http://amethyst7.gotdoofed.com/
: Adam DeGrandis for the barb wire
http://www.gamesextract.com/
: Fjoggs for help with the lighting and aesthetic tuning
: Everyone who has played and tested this level, cheers!
7 Comments
chortas  [author] 10 Aug, 2016 @ 11:41pm 
@MAD_JIHAD tdm/ffa mode require another weapon/armor loadout, and i dont want to make 2nd version of this map. maybe later.
MAD_ALiEN👽🎺 10 Aug, 2016 @ 10:47pm 
Nice job, one thing it needs is quad for FFA. :steamhappy:
KangaJoo 1 Aug, 2016 @ 5:12pm 
Maybe this was a good map in qw but it plays like shit in reflex. If all you want to do is run away, hold rail angles, not use any of cpma movement options, and play matches that end with less than 10 frags, then this is the map for you. If you enjoy Reflex, though, avoid this map.

By the way, this isn't an insult to Artcom|chortas, he did a pretty good job trying to bring this map over to reflex, but it just doesn't fit this style of game and is very boring to watch.
chortas  [author] 22 Jun, 2016 @ 4:38pm 
the original is the same or even smaller, its just a port with a bit larger scale, so...
Every gale is guarded 22 Jun, 2016 @ 10:15am 
This might just be me, but the map feels very small and the stairs are off.
faihufr 21 Jun, 2016 @ 9:57am 
great!
e36.Майти 20 Jun, 2016 @ 7:15am 
Зачётно!