[map] Desolate

[map] Desolate

Re: [map] Desolate Posted by The SnarkPit on Sat Jan 1st 2000 at 12:00am
The SnarkPit
49 posts
Posted 2000-01-01 12:00am
49 posts 1523 snarkmarks Registered: May 11th 2004 Occupation: Being a website Location: snarkpit.com/public_html/
This is a a discussion topic for the map "Desolate" by unknown which can be found here

Map description:

Map screenshots:
Loading embedded content: Map #323
Re: [map] Desolate Posted by Leperous on Sat Jan 1st 2000 at 12:00am
Leperous
3382 posts
Posted 2000-01-01 12:00am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
(Note: This map originally reviewed on 19/11/00)

If you haven't seen it, go read the <!-- BBCode u2 Start -->apex<!-- BBCode u2 End --> review now. This map was started by the same author, but taken over by Orpheus. Now, I'm not sure if Orpheus isn't a very good mapper (hehe :smile: or what, but desolate was finished before apex, and I reckon it's a much better map in many ways. If you've seen <!-- BBCode Start -->scary_1<!-- BBCode End --> before, then it's pretty much the same thing- but much bigger, and more industrial.

I won't go into details too much- it's similar in style and layout. Like apex, it consists of several arenas with connecting corridors. But unlike apex, the corridors are more efficient ("short and straight to the point") and as a result connectivity is much better and you can get where you want to quicker, but again, learn the map or else you'll get lost. The level also has much nicer texturing- no more floors on the walls, lighting fixtures look more impressive, etc. The catapults remain, but there's less of them, which will please those of you who don't really like them. And if you don't particularly like them, there's often a ladder nearby instead. R_speeds generally don't climb to more than 400 w_polys, so even the lowest of low spec PCs can handle this map well.

It plays similar to apex too- there's roughly the same weapon balancing, and as I already said, there's some risk involved in getting powerful weapons. The gauss and RPG traps remain, and the only way (excluding the gauss) you can get to the egon is by switching on a fan, and doing a well timed jump. Thankfully there's only a few health chargers around now, with the odd health kit. There's a couple of semi-secrets (as in hard to get to areas) that reward you well too.

I don't think I need to do a large review or a summary- put simply, this is the best map I've seen in a long time that hasn't come from Valve or Gearbox (or the other accomplished amateur authors). If you've seen apex, then this is the same thing, but without all the niggling things that spoiled it.

Verdict

One word comes to mind: "inordinate". No, wait. Stupid thesaurus- that's meant to be "bravura."
Re: [map] Desolate Posted by Leperous on Sat Jan 1st 2000 at 12:00am
Leperous
3382 posts
Posted 2000-01-01 12:00am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
(Note: This map originally reviewed on 19/11/00)

If you haven't seen it, go read the <!-- BBCode u2 Start -->apex<!-- BBCode u2 End --> review now. This map was started by the same author, but taken over by Orpheus. Now, I'm not sure if Orpheus isn't a very good mapper (hehe :smile: or what, but desolate was finished before apex, and I reckon it's a much better map in many ways. If you've seen <!-- BBCode Start -->scary_1<!-- BBCode End --> before, then it's pretty much the same thing- but much bigger, and more industrial.

I won't go into details too much- it's similar in style and layout. Like apex, it consists of several arenas with connecting corridors. But unlike apex, the corridors are more efficient ("short and straight to the point") and as a result connectivity is much better and you can get where you want to quicker, but again, learn the map or else you'll get lost. The level also has much nicer texturing- no more floors on the walls, lighting fixtures look more impressive, etc. The catapults remain, but there's less of them, which will please those of you who don't really like them. And if you don't particularly like them, there's often a ladder nearby instead. R_speeds generally don't climb to more than 400 w_polys, so even the lowest of low spec PCs can handle this map well.

It plays similar to apex too- there's roughly the same weapon balancing, and as I already said, there's some risk involved in getting powerful weapons. The gauss and RPG traps remain, and the only way (excluding the gauss) you can get to the egon is by switching on a fan, and doing a well timed jump. Thankfully there's only a few health chargers around now, with the odd health kit. There's a couple of semi-secrets (as in hard to get to areas) that reward you well too.

I don't think I need to do a large review or a summary- put simply, this is the best map I've seen in a long time that hasn't come from Valve or Gearbox (or the other accomplished amateur authors). If you've seen apex, then this is the same thing, but without all the niggling things that spoiled it.

Design
Nicer texturing than apex, great dark atmosphere.

Gameplay
No more health charger problems, great weapon placement and connectivity, etc.

Verdict
One word comes to mind: "inordinate". No, wait. Stupid thesaurus- that's meant to be "bravura."

Pros
great weapon placement and connectivity & great dark atmosphere

Design
-