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This sprawling castle (“the fort“) blocks easy access to the backside of the flag base. It forces most players to go around the long way. Despite Distant Screams’ vast size (the largest Q3A map at the time), the views in the map could not be substantially more complex than those in smaller “indoor” maps. The more you could see, the simpler the geometry had to become. In a sense, it’s still a maze, just harder to define how visibility is blocked. Challenges like that and the technical issues required to make terrain maps work led me to write the Terrain Manual.
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Copyright © 2002 Paul Jaquays