(Note: This map originally reviewed on 2/4/01)
This map surprised me at how well done it was, with OP4_Sniper_Alley being his only other map that I have seen to date, but that was pretty well done as well. It usually takes more attempts at mapping before you see one of this quality? let alone as a second map!
One of the things I noticed right off in this map was there was an overall simplicity, and interesting design with the flow and connectivity of the various areas. Most rooms and areas have at least 2 or 3 entrances to them. I learned the map very quickly, but then began to notice and appreciate a lot of little details that Paul deserves credit for.
An example of one little thing that is always a nuisance if a mapper uses ductwork to give additional access to the map is using small diameter ducts that take forever to get through. You also get killed easily in most ducts if anyone is on your tail. In contrast, Paul starts his ducts in the typical smaller diameter fashion, but they open up very quickly into larger sections that you don?t mind going through as another travel route. These ducts are not a convoluted maze that leave you wondering where you are after the 5th turn. They have a simple sensible direct path that you would want to follow to the next area.
There are some nice environmental sounds that give a subtle, almost subconscious more realistic feel to a map. His outside area is not just the plain red brick mountain wall texture, but rather he adds grassy areas, a dirt path, and vegetation textures on the walls. In addition, outside weapon and item placements are well done, on top of a building, & rock formations to make it more interesting. Compared to most other outdoor parts of maps there is a big difference with how these details improve the visual appeal, and Gameplay if you stay outside.
Inside, Paul uses signs, appropriate textures, great lighting, good stairs and ladders, excellent weapon and ammo placement, to collectively give a fun and fast action Gameplay experience. There are some hiding and sniping places, but not so many that it interferes with the action. The sky and ceilings are well done, and add to the professional look of this map. There are 2-3 levels in most areas of the map, and in a larger cargo storage room, the upper floor has a cut out center for better firefighting to and from the floor below.
The wpoly/epoly r_speed counts are excellent throughout the map. I found one or two small areas where there were some readings in the 700?s, but overall they are well under 500 throughout the map, so everyone can play and enjoy this map even with an average hardware setup. Technically, I could find no leaks or mis-aligned textures/brushes anywhere. Although there are no new textures used, to Paul?s credit, he makes it clear that he used some from counterstrike in his text file.
In summary, although this may not be the best OP4 map, it is much better than many, and a lot of fun to play. I am still amazed that Paul put out this quality for his second map? nice job, I can't wait for more!
Design
This is an indoor/outdoor mountain storage depot theme that has a well designed layout, textures, sounds, weapons and items to g
Gameplay
This is a strong point of this map. There are plenty of weapons and items, but they are placed in interesting but not hard to r
Verdict
This is one of the better OP4 medium sized maps out there with a lot of nice small touches, and no flaws.
Pros
Gameplay & easy to learn
Design
...
(Note: This map originally reviewed on 2/4/01)
This map surprised me at how well done it was, with OP4_Sniper_Alley being his only other map that I have seen to date, but that was pretty well done as well. It usually takes more attempts at mapping before you see one of this quality? let alone as a second map!
One of the things I noticed right off in this map was there was an overall simplicity, and interesting design with the flow and connectivity of the various areas. Most rooms and areas have at least 2 or 3 entrances to them. I learned the map very quickly, but then began to notice and appreciate a lot of little details that Paul deserves credit for.
An example of one little thing that is always a nuisance if a mapper uses ductwork to give additional access to the map is using small diameter ducts that take forever to get through. You also get killed easily in most ducts if anyone is on your tail. In contrast, Paul starts his ducts in the typical smaller diameter fashion, but they open up very quickly into larger sections that you don?t mind going through as another travel route. These ducts are not a convoluted maze that leave you wondering where you are after the 5th turn. They have a simple sensible direct path that you would want to follow to the next area.
There are some nice environmental sounds that give a subtle, almost subconscious more realistic feel to a map. His outside area is not just the plain red brick mountain wall texture, but rather he adds grassy areas, a dirt path, and vegetation textures on the walls. In addition, outside weapon and item placements are well done, on top of a building, & rock formations to make it more interesting. Compared to most other outdoor parts of maps there is a big difference with how these details improve the visual appeal, and Gameplay if you stay outside.
Inside, Paul uses signs, appropriate textures, great lighting, good stairs and ladders, excellent weapon and ammo placement, to collectively give a fun and fast action Gameplay experience. There are some hiding and sniping places, but not so many that it interferes with the action. The sky and ceilings are well done, and add to the professional look of this map. There are 2-3 levels in most areas of the map, and in a larger cargo storage room, the upper floor has a cut out center for better firefighting to and from the floor below.
The wpoly/epoly r_speed counts are excellent throughout the map. I found one or two small areas where there were some readings in the 700?s, but overall they are well under 500 throughout the map, so everyone can play and enjoy this map even with an average hardware setup. Technically, I could find no leaks or mis-aligned textures/brushes anywhere. Although there are no new textures used, to Paul?s credit, he makes it clear that he used some from counterstrike in his text file.
In summary, although this may not be the best OP4 map, it is much better than many, and a lot of fun to play. I am still amazed that Paul put out this quality for his second map? nice job, I can't wait for more!
Verdict
This is one of the better OP4 medium sized maps out there with a lot of nice small touches, and no flaws.