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Quake 3 Arena

All the map reviews are courtesy of ..::LvL (thanks Trigger-oN). The comments? link for each map, links back to the original review on ..::LvL, where you can also add your own comments, if you like. The coloured italic text below some of the reviews are my own comments.

Past or Present?
MVDM 15 Past or Present? by Eric Munyul Verminard is a map that was laid out and designed for CPMA tourney play. The use of promode and it's physics are needed in playing the map, because there are a lot of jumps required in making your way from place to place. A lot of the jumps need concentration, to prevent falling or banging your head into a wall... BABoom. Some of the movement requires tele-jumping, and if you don't make your tele-jumps perfectly, you'll never make it to the landing spot that your headed for. The MH platform is set up this way for example.

The floorplan is set up in a way, that it makes you have to weave in and out using a lot of side-strafing to get from here to there. There are attachments to the walls in some places, which can be used for double-jumping to the upper floor, making it very connective. It runs fine in vQ3 because there are jumppads set up to reach the higher floor, but movement is more difficult, because you can't exactly do a circle-jump. The tele's would be un-usable also.

It has a gothic/base look to it, using nice textures and lighting. Gameplay is very high speed once you learn the floor plan. You have to trickjump and shoot at the same time, making for some furious matches of trying to hit your opponent instead of the wall. Very fun to play.

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Final Honors
MVDM 14 Final Honors by Munyul Verminard is a map that was originally being made for use with CPMA back in 2003 but was lost when he reformatted his harddrive.

When maps are first being made, they go through an alpha and beta process before becoming final maps and they are mostly based on gameplay rather than looks in their beginnings. This is the sixth beta version of mvdm14 and since the .map file has been lost, this is what is left for you to play on and enjoy as an unlost map. Vertical play is what this map was created for and I find it to be an excellent map for tourney play. SG, GL, 2 RL's, PG, RA, MH and a Green Armor with the use of CPMA is also included within the map. There is a lack of ammo available which makes you have to keep moving to keep your weapons full. With use of promode physics, keeping lots of speed is a normal thing anyways, so running out of ammo should not be a worry. The pillar in the RA room, is angled at the bottom which allows for double-jumping to grab the RA very quickly or reaching the higher plateau of the room without having to use the bouncepad, though connectivity of the map is just as well in vQ3 play and still just as fun.

I've played this map beyond a countable amount of times because of it's great layout. It's like a small tourney feel of Pain From Spain with it's look. Playing against the vicious human-like bots in the latest version of CPMA on this map is also quite entertaining. A map made for CPMA tourney (1v1) or teamplay (2v2), though some might find it a little small for 2v2. Due to the lack of ammo, you'll find yourself always on the move to keep a full supply!

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Pain From Spain
Pain From Spain A confident and accomplished piece of mapping. The design is pure Classic Quake nostalgia, from the copious quantities of lava to the Quake-style teleporters, complete with spooky sound effects. The design is of a castle type of structure built into volcanic rock. The gameplay takes place through an intricate network of passages which interconnect with each other in surprising ways, allowing you to ambush opponents quite effectively. Learning your way around isn't straightforward at all. The centerpiece is a swirling vortex of lava in the largest of the map's chambers, with a BFG on a rising and falling platform in the middle (a little secret: you can ride the platform down into the vortex and back up without damage). The skybox is a lurid, hellish Terragen landscape of red sky and dust. Mostly the mappers have used id's own textures throughout, to great effect. This is a map that I created with my good online friend: Binaryshi. And it must be said that Binaryshi was the lead designer and did most of the work on the map!

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Space For Two
MVDM 13 This is a small, multi-layered space map that is a lot of fun! I enjoyed the dark lighting and textures. It added a lot to the atmosphere and game play. The author has done a great job of getting a good weapons balanced. Its the kind of level that you just keep playing! Bots had no noticeable problems.

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Where's My Mummy?
MVDM 12 Another great map by this author. A near perfect flowing DM for a small player loads and 1on1 games. The lighting and textures are good with spot on weapon layout. The Egyptian theme works well with the architecture. The level is targeted at CPMA game play however standard Q3A player will enjoy this level just as much. Bots play the level without a problem. All in all, a very good map.

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Forgotten
MVDM 11 I really enjoyed this map. The textures and lighting are spot-on. The layout is excellent and allows for perfect game flow. This is one of the best DM maps I have seen in long while. The author states that this level has been made for the CPMA mod. Standard Q3A games are great but CPMA makes the level shine. Bots play the level without issues.

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Iron Lady: Bigger
MVDM 10 Iron Lady: Bigger by Munyul Verminard is a new level based on Iron Lady (MVDM04). In this version of the map you'll have quite a bit more room to move around in. The only drawback being that it makes for a slower paced game than the original with all the extra room, but as I am a fan of the original map I felt that this version is more useful to the pro-player in mind. You literally have to conserve your ammo, as each weapon takes effort to acquire. I recommend playing it with CPMA mod as you can achieve greater speed, and you can use the bounce pads in the center of the map with the physics to get to weapons a lot faster. All weapons are included minus the lg and BFG, and there is a RA in the bottom floor of the map. Suggested player load is four to five.

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A Small Rush
MVCTF 01 This small CTF map makes for a lot of fun! Its simplicity is what makes it a winner. The game play is fast and furious with item placement well thought out and sensible. Some might say that the map is somewhat plain, but for me this is what makes it a gutsy no nonsense type of map, clad in nothing more than Id textures the author pulls off the 'Quake minimalist look very well'. A 2 vs 2 game is a great laugh, but a 3 vs 3 or 4 vs 4 game is even better on a LAN, bots play very well (hardcore) and make for flags and powerups.

All told a rock solid simple no frills CTF map, securing and holding the lead remains on a knife edge with this one! Great for a small, fast paced game, defiantly one to break out a LAN late in the evening when only the hardcore few remain!

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Green
MVDM 09 Looks like it's back to old school style with this map. The map has a very Id feel, and lots and lots of slime runs through it. Slime runs under the floor and ends in a good sized slime pool that guards a MH. The rest of the map is built around the pool In a nice combination of corridors stairways and open areas that make for a nice tight game. The map was designed for TDM but also plays well in FFA and tourney. Weapon placement is spot on forcing you to run the level to keep supplied. All weapons but the BFG are present Health is scarce and for a fair amount of it requires you to work for it. Shards and armor are sprinkled about the map. The RA requires a rocket jump to reach it. The map is well lit and well constructed and will work on lower end systems. Bot play is fair, they can be found everywhere on the map but they have a thing for the RG on the upper level making it easy to lie in wait for them whenever the weapon respawns. All in all a good solid, fun map. This is another map that CPMA players might like to check out.

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Pure Ugly
MVDM 08 Without a doubt the map title says it all. Be prepared to get fragged as you spend your first few seconds looking around in slack mouthed horror at the eye-searing textures. The artist was going for a concept here and has grossly succeeded. It's like all the demolished tiled kitchens and bathrooms of the i50's and 60's unquiet spirits have come to rest in this map. Neon pastels assault the eye and the only escape is to look into the swirling grey black teleporter. If the mappers goal was to shock and stun the player with riot of nastily clashing colors. Mission accomplished. This map is just plain ugly. For a comparison of the mappers work, check out "Mvdm01" a small space map that has stayed on my hard drive for a long time.

While being ugly, the map is well put together. The jump pads are nice looking and game flow is great. The multilevel castle like structure is fun to move around in and provides some good firefights. The jumping platforms are useful, and easy to use, and most of the map begs to for a rocket jump. Items and weapons are well placed but a little to heavy for my tastes. One major fault was the inclusion of the quad and a BFG on this map. It is just to small for that much firepower. Bots navigate the whole level with good pathing, and low frame rates make this a map for every system. I made this map for team play, and in a TDM game the BFG is nowhere to be found. ;)

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4 for a Laugh
MVCTF 02 As a map made for fun, there is not much to say. The textures demonstrate a cute concept but are admittedly hard on the eyes. The architecture is not very elaborate, with the each base being the high point. Similarly, the item placement in the base shows some maturity, but the middle areas of the map are overloaded with some items. Including some ammo that is not useful enough to clutter the hallways. The bots play fairly well but ignore the regeneration.

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Born to Jump
MVDM 07 A tight arena, you would be hard pressed to actually fit in 4 players. The map is inspired by Vertical Vengeance, but with no Railgun. Not that you would be able to use it in this small space. The Lightning gun is also excluded. Games on this map are all about defence. There is some trim around the map that players can walk on, but the small width makes it difficult to jump away from the wall or turn around corners. The Red Armour and Megahealth have enough distance between each other to keep a player from gaining total control. There are a couple alcoves in the map that leave players as easy prey for rockets. The texturing will probably bother some players, but it isn't a major concern. Bots do okay. This is a map that CPMA players might want to check out, quite a few trick jumps to be found.

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MunY Oh Won
MVDM 06 A remake of one of the author's Classic Quake maps, MunY Oh Won is very impressive in it's Q3 incarnation. The aesthetic is "chunky" gothic combining brick textures with the more normal gothic selections. Layout makes great use of both axes ensuring there is always a way into the next room. Game flow is fast and furious. One complaint could be that it is too easy to guard the RL room. Though, this is obviously semi-intended. Bots are a tad easy.

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Together We Frag, Together We Fall
MVDM 05 A Space Map rich in game play. A complex series of ledges, platforms and short hallways are seamlessly connected, providing the ideal setting for some intense DM and Tourney action. The weapon and item placement is spot on, forcing players to keep on the move and always on the look out. Lighting and texturing are not distracting and suit the level's bold architecture and lines. The few location guides are a nice touch, helping you get your bearings after a respawn or direct you towards a weapon. Bots play the level well but do not go for the power-ups.

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Iron Lady
MVDM 04 A super fast little map that is jam packed with fun, although the game play is a bit repetitive. The game play consists pretty much of; spawn, grab a weapon, die, but it was suprisingly addictive. Quite possibly because of the great connectivity with multiple paths from each part of the level. Bots navigate the level really well.

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Zero Cube 74
MVDM 03 A big vertical column with a bounce pad at the bottom, bordered by narrow columns Designed for InstaGib its a very vertical space, defined by very tall posts decorated with yellow hazard stripes. The architecture / aesthetic is so minimalist it feels surreal. Game play consists of free falling, bouncing off the floor and back up to the roof again. There are few hidden teleports on the floor that will drop you off at the top. Without these you would be over this map much sooner. There are a few small platforms to land on, one of which has a teamed power-up. Bots play well, nightmare bots will pick you off straight away.

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Worlds Apart
MVDM 02 Lets just say this one is unusual. The map consists of three sperate arenas; one space, one gothic and one simple industrial. The only navigation between arenas is death or personal teleporter. Its strictly a spawn lottery, you can suicide or teleport in the hope of going to another arena but you can't control your destination, you might not go anywhere. Sounds like map as life metaphor. You will want a fair number of players on the map, or chances are life/frags will be elsewhere. Team play or Clan vs. Clan matches are probably going to be the best style for this map, but a FFA with 7 or more players can be a lot of fun. Game play is great in all the arenas and can be very dynamic. If you are familiar with Munyul's work you can expect more of the same quality mapping. Bots play fine *mostly* but do have a few problems is some sections. As stated in the readme file, this map was designed to hinder team play, to force each player to fight for themself! In other words, this would be a great map for LARGE FFA games (not TDM).

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The Very End of You Too
MVDM 01 Damn fine space floater that leads to intense 1on1 matches. Muny brings a few years of mapping and layout experience and bundles it all up in this beautifully arranged level. The items are perfectly located. The architecture is simple, but very effective for pure 1on1 gameplay. Bots play well, but seldom go for the quad. I am very proud of this map, just from the ..::LvL website alone, the map has been downloaded over 17,000 times! :)

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