Posted by
Leperous on
Sun Jun 13th 2004 at 8:02am
(Note: this review originally written 24th November 2000)
Hmm, another map by someone from the [DRS] clan. They're a fairly productive lot... This particular author hasn't released any previous maps, and this is the first one he's made that he has finished and was happy with (take note newbies!).
It's a different style to the other maps from his mapping companions- whereas they're mostly small Quake style arenas, this level is a fairly large open, outdoor area. It comes with a story line, which if not utterly pointless, is a nice little extra that most maps don't have. This background is somewhat backed up by the architecture (and, to a limited extent, the god-awful texturing); it's supposedly set in a communications outpost on Xen. Although the sky matches, and there's the occasional background gunfire sound, some more computer panels and other communicating doo-whackeys wouldn't go amiss as the level is fairly bare. Instead of numerous computer rooms, satellite dishes and crate rooms, this level is set around one large open area, with a great big block in the middle (see top picture on right). There's several walkways at different levels
But overall architecture is good- especially the gauss room. Texturing is mainly what lets this map down- pretty much all of the map has been covered with various grey textures. Okay, so an alien communications base may or may not be the most exciting and vividly coloured place, but maybe, ooh, a white or a yellow texture would be appreciated? But as it is, it does make the level just a bit tedious to look at after a full map rotation.
But anyway, textures aren't what you look at when you play. Thankfully, r_speeds remain below 500 throughout, which means that all the more gibbing is possible. Put frankly, this is a very enjoyable map to play- there's plenty of strategic places that you'll probably want to hold, especially the gauss room, which tends to see at least 1 kill per 20 seconds. Outside, the map will get very messy very quickly if you have more than 4 players, so those of you with lower spec PCs might want to turn off decals (or you sickos might want to bump them up to 5000). General weapon and ammo placement is good- especially the fairly vulnerable and hotly contested gauss.
As long as you couldn't really care what the map looks like, then you're going to have a blast. But if not, ignore this anyway- there's some good architecture, and it still can be great fun to play. Another fine map from the [DRS] clan.
Design
Bad texturing, but otherwise some very nice architecture, as well as the occasional background gunfire sound.
Gameplay
Spacious arena + low r_speeds + multi-tiered walkways= some jolly good fun, what.
Verdict
Although it doesn't look very good, it's fun to play- perhaps some more "polish" wouldn't go amiss.
Pros
Multi-level fun.
Design
Very, very grey.
Posted by
Leperous on
Sun Jun 13th 2004 at 8:02am
(Note: this review originally written 24th November 2000)
Hmm, another map by someone from the [DRS] clan. They're a fairly productive lot... This particular author hasn't released any previous maps, and this is the first one he's made that he has finished and was happy with (take note newbies!).
It's a different style to the other maps from his mapping companions- whereas they're mostly small Quake style arenas, this level is a fairly large open, outdoor area. It comes with a story line, which if not utterly pointless, is a nice little extra that most maps don't have. This background is somewhat backed up by the architecture (and, to a limited extent, the god-awful texturing); it's supposedly set in a communications outpost on Xen. Although the sky matches, and there's the occasional background gunfire sound, some more computer panels and other communicating doo-whackeys wouldn't go amiss as the level is fairly bare. Instead of numerous computer rooms, satellite dishes and crate rooms, this level is set around one large open area, with a great big block in the middle (see top picture on right). There's several walkways at different levels
But overall architecture is good- especially the gauss room. Texturing is mainly what lets this map down- pretty much all of the map has been covered with various grey textures. Okay, so an alien communications base may or may not be the most exciting and vividly coloured place, but maybe, ooh, a white or a yellow texture would be appreciated? But as it is, it does make the level just a bit tedious to look at after a full map rotation.
But anyway, textures aren't what you look at when you play. Thankfully, r_speeds remain below 500 throughout, which means that all the more gibbing is possible. Put frankly, this is a very enjoyable map to play- there's plenty of strategic places that you'll probably want to hold, especially the gauss room, which tends to see at least 1 kill per 20 seconds. Outside, the map will get very messy very quickly if you have more than 4 players, so those of you with lower spec PCs might want to turn off decals (or you sickos might want to bump them up to 5000). General weapon and ammo placement is good- especially the fairly vulnerable and hotly contested gauss.
As long as you couldn't really care what the map looks like, then you're going to have a blast. But if not, ignore this anyway- there's some good architecture, and it still can be great fun to play. Another fine map from the [DRS] clan.
Verdict
Although it doesn't look very good, it's fun to play- perhaps some more "polish" wouldn't go amiss.