Re: [map] dm_resident
Posted by midkay on
Thu Mar 27th 2008 at 4:58pm
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
I downloaded dm_resident around two months ago to check it out. Some things that struck me were a large potential for vertical gameplay, a cool design catering to both indoor/outdoor gameplay equally, and a ton of connectivity. I recently got into a server with a good ping on this map and really played it for the first time (I rarely play deathmath at the moment).
The experience was excellent. The connectivity truly stands out - the map feels entirely different from the extremely typical "a bunch of rooms that happen to be connected by some hallways or doorways" or "two big areas connected by smaller areas and more doorways". It was the first map I've ever played where everything really fit together and it felt like you were wandering through an actual apartment/building complex where everywhere led everywhere and everything just fit in place right where it belonged.
Graphical details abound. The architecture is great and everything fits together. Seemingly every window on the outside of the buildings can be found linked to the inside of the room (blocked off by bricks sometimes, or jump-through-able other times). This helps a lot with connectivity and realism; there are a lot more possibilities when you can jump through any window or go through any doorway. Lots of detail all over the map, with trolley carts, tin cans, even fridges and toilets. The wooden ramps were a very cool way to get around and done quite realistically.
I loved the gameplay on the little overhead building-to-building connecting structures (not sure what you'd call them). It was cool how they all connected together. I also really enjoyed the Crossbow-on-the-skybridge element and ruled up there for a few moments on seperate occasions. It's really nice how you have a lot of power up there but are very vulnerable in several ways including the RPG nearby, a hallway below and the ladder leading up.
What didn't I like? Very little. The only thing I can think of is the pulley elevator; while cool, it seems annoying to get from one level to the other and I usually just ignore it and wait until I die and respawn up there to do anything in that upper area. Regardless, it's not a big deal.
This map seems to be one of the most popular 3rd party ones around and it's very clear why. The gameplay is excellent, varied and original, the layout is very fun (kind of wraps around in a half-circle) and it's great-looking to boot. This is one of very few maps I really enjoyed playing on and a nice break from some of mapping's biggest cliches. Despite the small annoyance I mentioned, for everything else it deserves a 10/10.
Verdict
A very original, extremely fun map that breaks the mold in more than one way. Superb flow and connectivity.
Re: [map] dm_resident
Posted by midkay on
Thu Mar 27th 2008 at 4:58pm
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
I downloaded dm_resident around two months ago to check it out. Some things that struck me were a large potential for vertical gameplay, a cool design catering to both indoor/outdoor gameplay equally, and a ton of connectivity. I recently got into a server with a good ping on this map and really played it for the first time (I rarely play deathmath at the moment).
The experience was excellent. The connectivity truly stands out - the map feels entirely different from the extremely typical "a bunch of rooms that happen to be connected by some hallways or doorways" or "two big areas connected by smaller areas and more doorways". It was the first map I've ever played where everything really fit together and it felt like you were wandering through an actual apartment/building complex where everywhere led everywhere and everything just fit in place right where it belonged.
Graphical details abound. The architecture is great and everything fits together. Seemingly every window on the outside of the buildings can be found linked to the inside of the room (blocked off by bricks sometimes, or jump-through-able other times). This helps a lot with connectivity and realism; there are a lot more possibilities when you can jump through any window or go through any doorway. Lots of detail all over the map, with trolley carts, tin cans, even fridges and toilets. The wooden ramps were a very cool way to get around and done quite realistically.
I loved the gameplay on the little overhead building-to-building connecting structures (not sure what you'd call them). It was cool how they all connected together. I also really enjoyed the Crossbow-on-the-skybridge element and ruled up there for a few moments on seperate occasions. It's really nice how you have a lot of power up there but are very vulnerable in several ways including the RPG nearby, a hallway below and the ladder leading up.
What didn't I like? Very little. The only thing I can think of is the pulley elevator; while cool, it seems annoying to get from one level to the other and I usually just ignore it and wait until I die and respawn up there to do anything in that upper area. Regardless, it's not a big deal.
This map seems to be one of the most popular 3rd party ones around and it's very clear why. The gameplay is excellent, varied and original, the layout is very fun (kind of wraps around in a half-circle) and it's great-looking to boot. This is one of very few maps I really enjoyed playing on and a nice break from some of mapping's biggest cliches. Despite the small annoyance I mentioned, for everything else it deserves a 10/10.
Design
Gameplay
Verdict
A very original, extremely fun map that breaks the mold in more than one way. Superb flow and connectivity.
Pros
Excellent flow and connectivity, lots of vertical gameplay, good-looking, original feel/design.
Design
None much. Pulley elevator can be annoying.