[map] torque

[map] torque

Re: [map] torque Posted by Yak_Fighter on Sun Jun 13th 2004 at 8:02am
Yak_Fighter
1832 posts
Posted 2004-06-13 8:02am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
This is a a discussion topic for the map "torque" by Yak_Fighter which can be found here

Map description:

This is a smallish map that is good for 2-8 players. Any more will cause the map to degenerate into a giant pistol/crowbar fight on the ground level. This map is mainly a bunch of interconnected halls and stairways surrounding a large open area. The r_speeds never go above 450, and they only reach 450 in only two places. There is a large amount of weaponry spread out throughout the level, but the ammo is placed to force people to move around. It is almost impossible to camp out anywhere.

I didn't include all the weapons, since I didn't think they would fit. Snarks, the HornetHand, and the Egon were not included, and there are only one each of the RPG, the Gauss, and the Crossbow.

ADDENDUM Well, this is my first released map. It never got the respect I felt it deserved. I was going for gameplay over visuals, and its fairly obvious. I was obsessed with low r_speeds, since I had such an old computer, and I couldn't compile anything more complicated...so there you have it. If you can stand the looks, you will find a great DM map here.

Map screenshots:
Loading embedded content: Map #341
Re: [map] torque Posted by Leperous on Sun Jun 13th 2004 at 8:02am
Leperous
3382 posts
Posted 2004-06-13 8:02am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
(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.
Re: [map] torque Posted by Leperous on Sun Jun 13th 2004 at 8:02am
Leperous
3382 posts
Posted 2004-06-13 8:02am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
(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.
Re: [map] torque Posted by Ferret on Tue Aug 3rd 2004 at 3:57am
Ferret
427 posts
Posted 2004-08-03 3:57am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Needs more polishing. But I think it might just be a test map in the sense you are getting your mapping bearings? Nothing wrong with that!!! Neat!
Re: [map] torque Posted by Orpheus on Sun Apr 24th 2005 at 4:05pm
Orpheus
13860 posts
Posted 2005-04-24 4:05pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
/Me corrects oversite and rates map.

whispers
if only you had listened :p