Re: [map] Snocore
Posted by Leperous on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
And this would be the 5th OP4 map from this particular author. It departs from the styles of his previous attempts (which include op4_ancient, op4_cavern and op4_destruction), because instead of using boring old Half-Life textures to coat some fairly strange architecture, this goes for custom and OP4CTF texturing on a really nifty multi-themed arena. And I suppose I should really use some l337 reviewer talk and tell you about how they all "seam flawlessly together." Which I shall.
There's 3 totally areas to this map- all different in terms of layout and appearance. The first is the temple area, the largest of the sections. This is covered with a hole host of custom textures, and has plenty of dark catacombs, torch-lit corridors and a snark trap. It is often quite hard to get to the area/room that you want, but you'll never get hopelessly lost. The second area are the caves. These use some OP4CTF jungle textures that I've never seen in a custom map before to go over some great rocky architecture. There's 2 different waterfall rooms, plenty of torch-lit, low-ceilinged corridors and a mass of secret tunnels hidden behind vines. Finally, buffering these two regions is a snowy/rocky area, with some great sniping towers and battlements. Unfortunately, there's not much to snipe at, due to the cramped layout of this area. There's also loads of rocky ledges to climb up on for extra ammo, and plenty of small dark caves to hide in. Oh, and he's made it so that this section helps the different areas of the map to "seam flawlessly together."
And I've forgotten to mention the bottomless pit in the caves. Although it does have a bottom, it's a long way down, and you tend to die if you jump into it. Nonetheless, it's still a pit, and a pit with a purpose- it's for sacrifices. Throw something living into it, such as a snark or yourself, and you'll incur the wrath of the gods, which means anything nearby is sucked into it. It doesn't quite work with all living creatures (as claimed in the readme), but maybe the gods are fickle creatures and don't have an appetite for penguins with grenades strapped to their backs for some reason. Luckily, you can escape if you grab the teleporter sitting on a ledge in the middle and teleport out.
As for game play, the 3 different sections mean 3 different styles. The caves are perfect for some shotgun tomfoolery, and it's always funny to kill someone in the water pool with the electric bug. And weapon of choice in the temple would have to be the 9mmAR, as the large open rooms are perfect for flushing people out with grenades. And there's loads of places for a cunning trip mine or two. But my favourite section has to be the outdoor, snowy area. If you're not into sniping, but are too claustrophobic to go inside, or just like snow, then you don't have to. There's a small arena, with health and HEV chargers (the shield charger does seem a bit out of place), and a wooden platform above head height encircling it. There's all the ammo/health you'll need to beat the hell out of anyone that may come by, but beware of alerting other people when using the chargers. Also, see if you can find the secret egon room.
So, problems with the map? Well, there aren't any really. If you discount the minor texturing error on the fallen-over door in the crypt... But there are plenty of things he could have improved on. One aspect is sound. Although he's got plenty of great wind/spooky sounds, there's a distinct lack of env_sound entities to change how they sound- so no echoes in the caverns, I'm afraid. It also seemed a little odd that you'd die if you stayed in the room with <!-- BBCode Start --><!-- BBCode Start -->THE BUTTON OF DEATH<!-- BBCode End --><!-- BBCode End --> (the name the author gives to the snark-trap-doowhackey button) for too long (? la doublecross), and there did seem to be quite a lot of ammo that was out of reach unless you had the long-jump. <me searches for more tiny, insignificant faults> Err, and how's about making the water in the caves transparent? I'm sure they won't hurt the r_speeds at all. And the custom temple-brick textures aren't terribly hi-res
Talking of which, framerates on this level are great. There are no noticeable areas of slowdown, mainly due to the often fairly basic architecture (which nonetheless looks brilliant due to the texturing he's used) and design. E_polys are low too, which is a Good Thing. Lighting is also done well, with a nice yellow/orange ambience in the temple and cave areas, and this is combined with appropriate sound effects to enhance the atmosphere.
Quite simply, this map not only looks awesome, but plays like a dream too. As a mapper myself, I'm kinda jealous of this, and will be sure to rip off some ideas :smile: But I know I'll be campaigning for it to be put on OP4 servers. His future maps will have to be very good to outclass this, but I'm sure he's got the skills to pull it off. And soon too, I hope.
Verdict
One of the best OP4 maps I've seen outside of professional efforts.
Re: [map] Snocore
Posted by Leperous on
Sat Jan 1st 2000 at 12:00am
Posted
2000-01-01 12:00am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
And this would be the 5th OP4 map from this particular author. It departs from the styles of his previous attempts (which include op4_ancient, op4_cavern and op4_destruction), because instead of using boring old Half-Life textures to coat some fairly strange architecture, this goes for custom and OP4CTF texturing on a really nifty multi-themed arena. And I suppose I should really use some l337 reviewer talk and tell you about how they all "seam flawlessly together." Which I shall.
There's 3 totally areas to this map- all different in terms of layout and appearance. The first is the temple area, the largest of the sections. This is covered with a hole host of custom textures, and has plenty of dark catacombs, torch-lit corridors and a snark trap. It is often quite hard to get to the area/room that you want, but you'll never get hopelessly lost. The second area are the caves. These use some OP4CTF jungle textures that I've never seen in a custom map before to go over some great rocky architecture. There's 2 different waterfall rooms, plenty of torch-lit, low-ceilinged corridors and a mass of secret tunnels hidden behind vines. Finally, buffering these two regions is a snowy/rocky area, with some great sniping towers and battlements. Unfortunately, there's not much to snipe at, due to the cramped layout of this area. There's also loads of rocky ledges to climb up on for extra ammo, and plenty of small dark caves to hide in. Oh, and he's made it so that this section helps the different areas of the map to "seam flawlessly together."
And I've forgotten to mention the bottomless pit in the caves. Although it does have a bottom, it's a long way down, and you tend to die if you jump into it. Nonetheless, it's still a pit, and a pit with a purpose- it's for sacrifices. Throw something living into it, such as a snark or yourself, and you'll incur the wrath of the gods, which means anything nearby is sucked into it. It doesn't quite work with all living creatures (as claimed in the readme), but maybe the gods are fickle creatures and don't have an appetite for penguins with grenades strapped to their backs for some reason. Luckily, you can escape if you grab the teleporter sitting on a ledge in the middle and teleport out.
As for game play, the 3 different sections mean 3 different styles. The caves are perfect for some shotgun tomfoolery, and it's always funny to kill someone in the water pool with the electric bug. And weapon of choice in the temple would have to be the 9mmAR, as the large open rooms are perfect for flushing people out with grenades. And there's loads of places for a cunning trip mine or two. But my favourite section has to be the outdoor, snowy area. If you're not into sniping, but are too claustrophobic to go inside, or just like snow, then you don't have to. There's a small arena, with health and HEV chargers (the shield charger does seem a bit out of place), and a wooden platform above head height encircling it. There's all the ammo/health you'll need to beat the hell out of anyone that may come by, but beware of alerting other people when using the chargers. Also, see if you can find the secret egon room.
So, problems with the map? Well, there aren't any really. If you discount the minor texturing error on the fallen-over door in the crypt... But there are plenty of things he could have improved on. One aspect is sound. Although he's got plenty of great wind/spooky sounds, there's a distinct lack of env_sound entities to change how they sound- so no echoes in the caverns, I'm afraid. It also seemed a little odd that you'd die if you stayed in the room with <!-- BBCode Start --><!-- BBCode Start -->THE BUTTON OF DEATH<!-- BBCode End --><!-- BBCode End --> (the name the author gives to the snark-trap-doowhackey button) for too long (? la doublecross), and there did seem to be quite a lot of ammo that was out of reach unless you had the long-jump. <me searches for more tiny, insignificant faults> Err, and how's about making the water in the caves transparent? I'm sure they won't hurt the r_speeds at all. And the custom temple-brick textures aren't terribly hi-res
Talking of which, framerates on this level are great. There are no noticeable areas of slowdown, mainly due to the often fairly basic architecture (which nonetheless looks brilliant due to the texturing he's used) and design. E_polys are low too, which is a Good Thing. Lighting is also done well, with a nice yellow/orange ambience in the temple and cave areas, and this is combined with appropriate sound effects to enhance the atmosphere.
Quite simply, this map not only looks awesome, but plays like a dream too. As a mapper myself, I'm kinda jealous of this, and will be sure to rip off some ideas :smile: But I know I'll be campaigning for it to be put on OP4 servers. His future maps will have to be very good to outclass this, but I'm sure he's got the skills to pull it off. And soon too, I hope.
Design
Fabulous texturing and lighting, and great sound effects. Could have used some echo though...
Gameplay
Anything for anyone. Plenty of ammo and health lying around to ensure you'll have a decent fight. If only there wasn't a hornet
Verdict
One of the best OP4 maps I've seen outside of professional efforts.
Pros
Unique, well made setting
Design
Hornet gun, some of the textures aren't that good
Re: [map] Snocore
Posted by EdGe_Of_FiRe on
Sun Oct 9th 2005 at 10:47pm
Posted
2005-10-09 10:47pm
1 post
0 snarkmarks
Registered:
Oct 9th 2005
Location: USA
Thanks for posting this review up on the somewhat new URL. It would be cool if the other reviews you did while hosted at PHL were up too! Thanks.