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Threewave Unification Beta
This
article is a mirror from the original published column at
UKGamer.net.
Written by 155 &
Rising
July 10,
2001
Six
weeks in and above all else I find myself admiring them. Let's
face it, the Steve Polge days of half completing a
semi-functional, feature-lacking mod for the current fps and
over night landing a 40K-a-year job with a leading development
house are long gone. Nowadays it's 'realization' and 'efficiency'
and cutbacks and nowt. When the so called 'pros' are grasping
at straws to make ends meet, and top class dev houses such as
Rogue (Alice)
slip by the way side due to financial concerns, where the
motivation for part-time hobbyist teams trying to make the big
time comes from I don't know. I'm sure each of them has their
own personal story, some suggest Casey is trying to prove his
name in the absence of the long dominating Dave 'Zoid'
Kirsch, others have hinted that DD, Dek, Whip and co moved
CCTF to the Threewave/Unification stables before it's ailing group of
followers surrendered completely to the Tribes 2 machine, but
for whatever reasons, they're here, and they're confidently
plugging away. This far I believe we're just about to receive
code for the so-called Portal system that ties all three
modules of the project together, allowing the public to choose
'on the fly' which gametype, map or group of maps and specific
game settings they want to play simply by walking through the
right doors during the voting stage. Very QW. (For those of
you that were there and remember the days of the McKinley map
that *didn't* have a bfg. :) ) To date tho we've seen mainly
maps and videos and hints of code. The first map pak which
went public last month took up a large part of the six week
period, giving us a good taste of what's to come, with the
quality level already well above standard. Refined versions of
the classic Japanese Castles, Schadenfreude and Devolved
accompanied by the sparkly new Hot/Cold Crossings made for a
varied, spatially simple but tactically complex collection
that finally gave the CTF community a good reason to play
Quake 3. They play in a homely, familiar fashion despite Quake
3's relatively different feel and style. The early gripes
regarding jump pads and the current lack of a grapple option
dissolve away quickly in vanilla q3ctf as you ride what seem
like waterslide smooth flag runs, where every corner can be
cut and every jump pad rj'ed. No more two minute home runs,
just lightning fast, knife edge scrambles to glory.

Beefster's Harsh Grounds, proving good maps don't have to
be symmetrical...
So what's next? As I mentioned, the final bolts are being put
into the basic core code that will allow each of the
individual game modes, vanilla q3ctf, Classic CTF 2.0 and the
as-yet-unamed but highly speculated on third game type, to fit
together and work as a whole. The astute amongst you will have
noticed a recent
post by joint number-cruncher-in-crime Sludge, regarding
bugs in the Quake 3 code that were holding the programmers
back, but as work arounds become available and the other
remaining touches come together we'll soon be playing away in
an attempt to smooth everything out before you lot get your
hands on it and promptly rip it to shreds. (We are the
consumer, ph34r us ;)) In the mean time I've spent some
time putting together a quick look at some more of the
as-yet-unseen maps that will grace the next release,
specifically those by newboy ScanCode, who despite only
having joined the online world with the release of Quake 3
Arena, has already mastered the fine art of creating and
balancing a map with such ease and effortlessness you'd think
he'd have been here with us since qtest.
The peculiar 'Crossings' theme you'll have seen in the first
map pak (which first struck me as an apt name for a cheesy ITV
soap opera) continues in the next with the three maps we'll
look at now. The first of which, Spider Crossings, was
the first of Scan's maps to really turn me onto his
style. Deceptively complex despite the simple architecture, it
bases itself around a terrain surfaced midfield with
intersecting overhead walkways that give the map its name.

Looking something like the inside of a MonsterTruck derby
stadium, midfield (with it's twin shotguns and walkway based
rail) plays much like a rugby scrum... :)
Carrying a random midfield pup and a regen in each base, the
map isn't overly heavy on quad control as defenders tend to be
tooled up to the teeth with either regen or megahealth, and so
can easily deal with a lone have-a-go-hero and his handy quad
spawn. The skill in the map comes from balancing control of
the midfield furball *and* the outer base section where the
more useful items such as RA, YA and ammo can be found. But in
such a small map where access to the upper floor can only be
gained without rj either in mid or in base, these areas
are extremely easy to lose to marauding attackers so careful
co-ordination is required to avoid ending up resource starved
and penned up at your own flag.


Running symmetrically from the midfield chamber, each base
splits gradually from a 2 down, 2 up system to the nightmare 3
down (one under the flag platform hiding regen) 3 up layout
Scan eventually settled on, giving attackers a wealth of
options...just gotta hope the defenders in that rail-pit flag
room are looking at one of the other doors at the time :)


Like works of fine art, each base is perfectly structured
with wide open space for good clean combat and plenty of
entrances for attackers to choose from, yet with excellently
controlled access to the flag platform where the only obvious
short cuts will end up costing you precious health and armour...
Next up comes the aptly named Gospel Crossings, with
the rather unsurprising choice of gothic textures. Playing
heavily on the cathedral theme, the symmetric bases catch the
mood well with pillar laiden flag rooms, accompanying
religious
wall art and ye-olde ambient organ vibes.


Measuring from the steps to the bottom of the jump pad,
Scan's placed the flag room perfectly so a tricky tricky
FC can clear the lot in one well placed rocket jump...
Running with only one pup (the quad) the map is much more
midfield dependant than Spider, with the large hovering
disc becoming the ground to play for. Banking out onto wide
side entrance corridors with a stair case option on one side
for changing attack levels, locking the very edge of the base
off is paramount, whilst also keeping track of the lower,
sneakier base entrances to avoid unexpected, megahealth armed
bodies appearing at flag.


Originally housing twin megahealths, the fog-of-death
dungeon underneath the flag room provides the ultimate
gamblers dream, as the defense can hear your footsteps as soon
as you hit the walk way. Question is, will they be looking at
the right jump pad of the three to choose from when you make
your ascent, and when they realize not, are you quick enough
to make that rj out of their base? :)
Of my first impressions on this map, the flag run had to be
the most striking, feeling more like a flight simulator at
times than an fps. Starting at the enemy flag, the options are
vast. RJ to jump pad and out through rail gun door? Left and
low to tool up on much needed yellow armour and lg ammo? Left
and RJ high to the railgun? Right and high with an RA to boot,
or step back on yourself and fall down the jump pad to the
dungeon area under the flag room? Choices choices choices,
only to have exactly the same at the other end... Drop at
midfield to go low? Drop at the edge of the enemy base to soak
up the megahealth under mid? Absolutely gorgeous, completely
free form and designed to fit every corner-cutting strafe jump
you can imagine. Of all the Quake 3 maps I've played so far,
I'd also add, this is the only one that's ever come close to
Quake 2's The Smelter for me. Despite there being a
conversion waiting in the wings for later release, in terms of
raw play style, this is so so like the Q2 classic, grapple or
no.
And so we come to the last of the trio, the very, very
different ssctf5. As yet unnamed, it's first incarnations were
unwieldy, confusing beasts that lumbered around in circles
apparently never actually going anywhere. Yet despite the
mess, the point which Scan seemed to be getting at
shined through nicely and has since been acted on and clearly
defined through texture updates and changes to structure. It's
all about using space. Containing three independent tiers, the
map runs in intertwining rings into the main midfield section
which many will immediately compare to id's q3dm6. And rightly
so, it has much of the same aspects.


Yes, even comes complete with midfield quad for those of
you about to ask... :)
The high, 3 story jump pad is there with passages leading off
either side on the middle level. The lower floor takes a
longer trek round to the back of the base but generally it
feels like the rl/ya section of The Camping Grounds in
terms of connectivity. And this isn't a bad thing, at all.
Very few Quake 3 CTF maps have pushed vertical thought well,
with the majority of mappers only utilizing those designs in
tiresome and samey space maps that usually feature abruptly
ended flag runs as you splatter across the sky box. Now we
find a map with good, solid layout that pushes a successful FC
both high and low on his way home, with many a chance for
doubling back, swapping sides and floors and rj'ing long
corridors away.


And it plays every bit as unconventional as it looks...
In need of some final tweaking and a little eye candy which
typically finds it's way in after item placement is set, this
promises to be a classic, especially with the CCTF 2.0 grapple
when we eventually receive the code... All this from a guy
who's never actually played Quakeworld properly. :)
So there you go, a brief glimmer of what's to come. Nothing
earth shattering of course, but then I'm sure you'll
understand if it's pointed out that the idea of a closed beta
is for it to *stay closed* :) But as more becomes available
I'd imagine a fair whack of it will wind up here ;P
Thought for the day: Max Payne...E3 trailer vid on
this month's PC Gamer. Yes, it really is that pretty =)
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