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Infernal Nocturnal by Requiem - 23 Aug 2003
More than 5 years old
Download » MHGaming, ..::LvL (2.91MiB, 2,316 d/loads) - Permalink - digg it!
Infernal Nocturnal
Download » MHGaming, ..::LvL (2.91MiB)
Readme    Maps by Author    Authors site
Game type:CPM, Tourney, 2-5 players
Weapons:
Items:
x4
x2
x3
x3
x2
x8
x6
x5
Bots:No bot keywords yet
Theme:No theme keywords yet
Textures:No texture keywords yet
Rate release: Currently 7.67 / 10 (6 votes)
153
7.67
e033e587aa8e00f0f444d1c73925976c
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Infernal Nocturnal is a gothic-style map which the author recommends for CPMA play, but, as he notes, the map also plays well in vQ3 and I can concur with this observation. The map has a very open feel to it and plenty of scope for vertical action, especially in the RG/MH area. The map can also be very fast in this part with some good opportunities for strategic play. The other end of the map is much slower paced and little more than a transitional area. Bots put most of the level to good use and will even attempt some of the jumps (such as to the SG on the ledge below the MH). I would, however, load up the maximum number of bots suggested by the author rather than just the default pair of Major and Xaero.

The main niggles I have about the map are more to do with flaws in the construction than anything else, as well as certain texturing issues which, I hope, the author will have corrected by the time this review is posted. The pk3 also unnecessarily includes gothic_light and liquids shader scripts and is missing textures from the mapmedia.pk3. There's a secret in the map, although there's nothing to be got out of finding it apart from a spelling mistake.

Be nice to see something out of Requiem in a non-id texture set and you may not find this map visually alluring enough to hang onto it for long. (But isn't it all about the game play? -ed.)

Reviewed by Anwulf

1591
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Posted comments:
#4 AEon
21 Aug 2009, 00:55 EST
Remember those original Q3A maps, "like id used to make", with that wow-factor gameplay-wise? Well this is one of those rare customs maps that pulls that off. Since it uses the standard textures you feel right at home (like in q3dm7), and just *like* to play in that map, exploring alternate paths.

I love the central placement of the RG, with a bit of jumping skill (for use non-pros) you can reach it from several spots, same is true for the MH. This "small" challenge adds to the overall fun of the map. The bots on Hardcore play very well. A definite download, if you like the "classic" maps.

Bug: Alas a texture for the lights is missing when playing this map in vQ3, a pk3 file update would be good.

#3 not entered
Not registered
31 Aug 2003, 07:06 EST
look like a fast vertical smooth gameplay map. JUST the way i like them. tryin to get my maps this good! ;) well done requiem.
#2 ALMighty
Not registered
24 Aug 2003, 00:28 EST
There was some nice detail in the map, but overall I thought the rooms and everything seemed pretty randomly placed. That of course made the visibility bad, it wasn't unusual that the r_speeds climbed up above 2000 surfs. I think that if it had been planned better, it could have been a much better map. The verticality is good, and it was pretty fun to play, even with bots :)


Btw I missed a light texture.

#1 Octovus
Not registered
23 Aug 2003, 18:34 EST
I enjoyed this as a gothic romp...7/10 I guess, because gothic romps are getting tired, and the looks are a little odd in places. Do those "teeth" around the RG area ever clamp down? I guess that has something to do with the "secret" probably.


Bots are quite good and use all weapons, Bones even did the little jump to get the SG. Fun but not-too-hard jumps between platforms abound even in VQ3, so there must be tons in CPMA. Actually, since some other guy scored this a 5, I'll give it an 8. An average-looking map with well above-average gameplay (and that, of course, is an average made with all the sucky maps struck right off the list).


-Octovus

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