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pirates, robots, ninjas; supercowpowers, fugu & geckos; fish & chips.

Wednesday

Heartless

Wound is healing nicely, apparently. Actually, it does look a lot better than I thought it would. Still some numbness below the forefinger but the Doc. said that would pass. No cute junior doctor today, though :(

Quake4 is 'okay'. rl is weak as warm cat piss, rail is too easy to hit (provided you can a) see the freaking enemy and b) maintain a decent framerate), lg is stuck at tl=1. I haven't tried Arena CTF but it sounds like it has Team Arena type runes in it. Might be good, and guess what? No fucking proxy mines!

CTF maps are a mixed bag. I've only really played 3 of them (there are 5...but the 5th is tourney6 remake so it hardly counts).

Heartless — q4ctf1

On the whole a good map. Very open middle for campers. I get through it as quick as possible since I only have 10-20fps in that area. Flag room is a bit fucked. Egres through the tunnel/up the bounce pad is a bit quick. Having to walk up the two ramps instead of jumping up the curb is stupid (I haven't tested if it is impossible, though). I prefer to run low with the flag via rl then ng.

Death Before Dishonor — q4ctf2

Okay map, very small. Flag room has 4 exits, and almost everyone runs toward sg once they grab flag. Duh! That route is slow as hell if you go up round ya, and you double back to gl if you don't. No, the best route is: flag -> lower rl -> rj up -> home free. Thinking about it, I normally go gl -> rl -> flag once I'm back in the base but dropping down to sg would be more direct. This map probably won't be played competitively.

Speed Trap — q4ctf3

Rubbish. Very campy, raily. Middle reminds me of q3ctf2 around the rl's. Mid is better than q3ctf2, though, because there are walls between the snipers nest and the side corridors.

Relativity — q4ctf4

Haven't played it yet.