(Note: This map originally reviewed on 16/6/00)
At first thought you would have thought that this map was a monastery, he has achieved this but not very well, I couldn't see anything of religious origin anywhere. But then again the author has made several maps in the past, most do not correspond to the name of the map, including <!-- BBCode Start -->
de_mars<!-- BBCode End -->, <!-- BBCode Start -->
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de_railway<!-- BBCode End --> and many more (they can all be found at <!-- BBCode u1 Start -->
http://www.planethalflife.com/csmaps<!-- BBCode u1 End -->)
The layout and aesthetics were ok, although the map could have done with a little more connectivity, as I continually found myself going round in small circles. The map looked very good though, but only in some areas. I found the outside courtyard quite impressive looking, although the same cannot be said for the underground sections, which were textured using a rock texture, but were just flat walls. The author could have done with making small ceiling supports and more jagged rocks to make the map better and look more realistic. The towers are more interesting to look around inside though, where there can be seen lovely cross supports, but I didn't quite understand why there was one at the Terrorist spawn point. It is just next to a wall, and you can get stuck in it as well. There was also the authors obsession with crates. Throughout the level there must be at least 80 crates, some of which containing weapons, spoiling the need for money in some respects. Another good part of the map was the areas of stairs leading up to the towers, which were well made, although could have included some creaking sounds for more of an effect.
r_speeds were a bit iffy on this map. The bad areas included both the spawn points, which is not a good sign, as at the start of each round there is a limited time to buy weapons, and r_speeds can prohibit the time you have, as well as the time at the beginning when everybody rushes into position. Amazingly the r_speeds were not that bad in the main courtyard area, weird really. As for the lighting there isn't much to say. There is no special lighting, but then that can't be expected on this type of map. Usual lighting, with light environments, and fits the sky well.
The map includes some effects and other spinkee features, so it's not just a big boring collection of blocks. Firstly there is a singing monk sound at the beginning, a sort of start to the round, but my question is who's singing it? In the readme he says that it has been abandoned since the 14 century... maybe it's a ghost... Secondly, there is a river, but it's not very well made. The river has a moving texture, although there is no current pushing you downstream. He has also clipped the end of the river, meaning that when you get to the end you don't fall and die- you just stay still! This goes back to the clipping he has done. He has clipped this map weirdly, as in some places you can get around the map and see the bottom part of the sky, which is just a dark blue colour.
Gameplay is reasonably fair, with both teams having equal advantage, although with a slight favor towards the terrorists. There are 3 ways into the hostage room and 3 ways out, but 2 ways out for the hostages. These two escape routes can easily be guarded. 1 is the well, which can be guarded by snipers, the other is very close to the terrorist spawn, also easily guarded. This comes back to the terrorists. They also have the advantage that they can get to the main courtyard first, meaning they can guard the area through which the Counter-Terrorists come through before they get through, an unfair advantage really. At the start, both teams have access to breakable crates containing weapons, although the CTs have a few more, so it helps balance out.
On the whole however, the map is reasonably well made, with new, original ideas (which are going fast). In future he may need to consider making an area relating to some religious theme, which may then mean that the name of the map corresponds to the level itself. It would also be better if he made the map using better textures, and more natural rock faces, which would make the map much nicer to play.
Design
Reasonably monkish, the beginning sound is good, but there need to be more really to add to the theme.
Gameplay
Very good sniping positions throughout the map, although some high r_speeds prevent it from being faster. Slight favour towards
Verdict
Not really a monastery (oh no!), but still an OK looking map, with some great sniping.
Pros
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Design
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