Readme Maps by Author Authors site
| Game type: | DM, Tourney, 2-4 players |
| Weapons: | No weapon keywords yet |
| Items: | No item keywords yet |
| Bots: | No bot keywords yet |
| Theme: | No theme keywords yet |
| Textures: | No texture keywords yet |
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The item placement is very strong. Minor health and ammo pairings are dotted around the map, so feeding your heart and guns is always possible, but requires swift choices which keep the gameplay flowing smoothly. Major items and weapons are often found close to bulkheads; the RG in particular is nestled in an anlged joist making acquisition slightly more demanding than for other weapons, but justly so, since the openness of the map provides many opportunities for nailing one's opponent at long range and the chance of denying them the RG at the point of pickup can save many frags.
My only concern with the items is the ease with which both Red and Yellow armour can be scooped in a single run. The wide walkway passing through the center of the map allows a maneuver of YA/drop/run/RA or RA/run/rocketjump/YA and this event can transform one player into a walking panzer. Rocketjumping is useful, almost essential, everywhere else.
Time has obviously been spent constructing the player surfaces at just the right distance and navigation time can be dramatically cut by making such leaps. J-pads in key positions come in the form of small red lights. Their unobtrusive design makes them less obvious at first, though they are beneficial for even the lowest altitude transitions.
A flashing electric teleporter sits at the bottom of the darkest canyon in the map, an atmospheric location, but its metal frame can be obstructive and so it's an unreliable escape route.
Bots play well. Included in the download is Zapper; as the name suggests, he is keen on the Lightning Gun and he navigates the layout extensively. But whoever your chosen nemesis, all weapon preferences have their place in the match and rocketering bots will even use r-jumps to reach their destination. The YA is their least favorite location.
This is a solid map. Drenched with lo-tech atmospherics and plenty of tactical gameplay, it should be a hit with any tourney fans.
Reviewed by Kell
I give it a, 9.5/10.PaN61
Edited: 26 Jan 2010 AEST
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25 Jul 2003, 18:55 EST
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25 Dec 2002, 02:46 EST
great battlesyeh i noticed the RA and the RG were close 2gether
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26 Jun 2002, 11:17 EST
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19 Jun 2002, 02:14 EST
callvote storm3tourney2 for OSP-Mappack :)
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18 Jun 2002, 09:38 EST
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13 Jun 2002, 18:45 EST
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10 Jun 2002, 09:14 EST
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10 Jun 2002, 03:14 EST
//me is yet to dl this one and check it out, but will shortly.
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09 Jun 2002, 18:23 EST
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09 Jun 2002, 10:57 EST
I did find Zapper a decent bot and, without any net connection from home, custom bots are my main adversaries ( sigh ) I used my Krusade bot during the review as well cos his r-jump characterisitic is set to maximum.
The run from the RA followed by an r-jump is actually pretty easy considering you've just acquired 100 armour to take the hurt out of the blast, but if the RA/YA placement is the only drawback with the layout ( I did mention the teleframe ) then that's damn good for any map. How many maps are flawless?
I'm not the biggest fan of the folded-industrial-atrium approach to tourney, but this one stays on my drive.
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09 Jun 2002, 10:13 EST
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09 Jun 2002, 10:11 EST
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09 Jun 2002, 07:58 EST
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09 Jun 2002, 07:57 EST
Thanks for the comments also guys, I’m glad most of you seem to like it! About the RA/YA - is it really that easy to run the two? I dont think so personally - it’s easy to get from the YA to the RA but not the other way around. Getting from the RA to the YA involves either going around and up the jump pad, rj'ing or some very tricky strafe jumping. There is only one direct path to the YA, making it a bit more difficult to run in conjunction with anything else. I was concerned about this very issue prior to really beta testing it with other people as opposed to bots, and we found that this was the best place for the YA in terms of flow and game play. The general idea was to have all 3 armor/health items in very exposed spots in order to make them tougher to run. Its sort of hard to judge this against bots, but if you play on a LAN or with another person, I think you’ll find that this isn’t so much of an issue.
SuXOr – I haven’t posted a beta on lvl beta since GLooM – which no one even tested, lol. I do most of my beta tests at burial grounds and q3w.
Thanks for the comments all!
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09 Jun 2002, 07:50 EST
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09 Jun 2002, 06:07 EST
pure duel, only the custom bot is not so good, no problem to win 20:0 (nightmare) in 10 mins
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09 Jun 2002, 04:45 EST
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08 Jun 2002, 20:37 EST
It's staying in my favorite maps dir..
Keep up the great work.....
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08 Jun 2002, 19:40 EST
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08 Jun 2002, 18:08 EST
). The layout on this one seems a bit mismashed and although the theme had potential, the archiecture is standard tech stuff and the lighting is washed out. Worth a 6 or 7 IMHO.
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08 Jun 2002, 15:53 EST
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08 Jun 2002, 12:14 EST
your maps get better with every new release...
nice review Kell :)









