Quake 3 Aerowalk

While I generally frown upon map conversions from previous Quakes (who isn't sick of them), I felt that Aerowalk was one map that offered so much and yet wasn't flogged to death in the same manner as the iD maps.  Obviously, trying to recreate such a fast-paced Quake 1 map presents a challenge to the designer, because of the physics limitations of VQ3. Sooooooo, like all my other maps, this is a 'Designed for CPM' creation. 

The resulting map is fast, but not as fast as the Q1 version (I won't lie to you). The scale of the map is pretty accurate, at least on an overall scale

I've put a jumppad instead of a ramp leading out of the bottom pit and it enables you to either jump back over to the tele exit ledge or rocket jump up to the top ammo ledge. Ramps are kinda gay in Q3 in that while you can run on them okay, you can't get acceleration of them like you could in Q1 and Q2. 

The initial version of this map had a bit of a problem where the MH was the centre of the attention. The red armour was scarcely used as a player could control the level simply by cycling the two Yellow Armours and the Megahealth. So I removed the YA near the bottom rocket launcher, and replaced it with a 50 health, thereby forcing the controlling player to use the RA and diverting attention away from the MH area.  The rail is in the same location as the Quake 2 level.

Design:  For Duel, FFA and 2on2.

Credits: Mattias "Preacher" Konradsson
	 Quake 1 & 2 Aerowalk.
	
	CPM team
	Map testers
	
Texture scheme loosely based on IK3DM1 (on Planetquakes Leveled)

