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chlorophyl by acid - 25 Mar 2009
30 second videoPanorama screen shot
Video - Panorama - Download » MHGaming, ..::LvL (2.2MiB, 3,070 d/loads) - Permalink - digg it!
chlorophyl
CPM/DM/Tourney 2-4 player
Download » MHGaming, ..::LvL (2.2MiB)
Video    Readme    Maps by Author    Authors site
Rate release: Currently 7.45 / 10 (38 votes)
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Clean looking walls and floors are trimmed with neon strips and little white lights everywhere. Aesthetics in acid's Chlorophyl are simple, yet unique. It took me a second to realize the geometry is cel-shaded, which is used nicely as a subtle feature rather than being overwhelming and obnoxious, as I find it so often is. It is all topped with an amazing starry skybox featuring a planet whose colors are (suspiciously) on theme. Executed perfectly.

The layout, provided by blemish and ekse from the Warsow mod, has no significant issues for regular Q3. The level is small, and probably best for two to three players, or a four player TDM. There are no bouncers, just teleports and ramps which I'd assume would make good use of Warsow's ramp slide maneuver. Despite the absence of bouncers, there is plenty of vertical action. You will have to make your way up to top level if you wish to survive.

Where this level goes horribly wrong is in the item placement. The size is characteristic of a standard tourney, and yet there are two RLs, two PGs, and one of everything else except the BFG. You will be tripping over weapons and wondering which one to use. Health, armor, and powerups are equally excessive including a Quad, a RA, two YAs, a MH, four 25 healths and a 50 health. I also found that the half of the map with the Quad overpowers the other side severely.

I'm not sure what the author was trying to achieve here from a gameplay standpoint. Perhaps all these items were meant to make the map more adaptable for extra players, but it just does not work. It makes no sense for the layout to support two to four players while the item placement is better for four to eight. Gameplay with any player count is compromised in one way or another.

Despite its poor entity placement, Chlorophyl still manages to be very playable. Visuals are top notch but simple enough to run on any system. It might get old fast, but it is still worth checking out.

- Reviewed by Pat Howard

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Posted comments:
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#11 FragTastic
29.55 days ago
English Please!
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#10 HDK!
09 Jan 2012, 07:28 EST
Impresionante, asi se hace!
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#9 FragTastic
08 Jan 2012, 02:18 EST
Loving it to bits!
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#8 SW12
29 Aug 2011, 21:10 EST
This map is like one big Chloroplast with chlorophyll in it.
#7 Mark
Not registered
01 May 2009, 08:24 EST
Chlorophyl is a good example of how a conversion can cross promote another mod. And in light of the warsow mod the layout of acid's "rush to the disco" makes alot more sense. With the ability for rampslides, wall jumps, dashes and double dash jumps there are movement opportunities in these maps that will be underutilised in vq3 and cpma but after replaying on these i can also say that the plasma gun comes more into its own as a weapon for movement which i had been creative enough to consider before. good work.
#6 peewee_RotA (No Relation)
27 Apr 2009, 23:31 EST
A Tastycast review is also available for this map:

http://shoutcast.tasty...ews/040209_reviews.mp3

Avatar
#5 Tig
01 Apr 2009, 09:34 EST
@pat howard For now I've just made the author 'acid' so that the map appears under acid's listing. The review mentions the origins for the level coming from blemish and ekse, so I think that is OK.
#4 pat howard
28 Mar 2009, 03:31 EST
Oops, that last one was me.

One more thing: Tig, I think that in the case of a collaborative map like this one, each author's name should lead to an individual link. For example, if I click on acid's name, I think I should be able to see this map in his gallery. Any thoughts?

-Pat

Edited: 28 Mar 2009 AEST

#3 Anonymous
Not registered
28 Mar 2009, 03:29 EST
The readme didn't mention it often enough for me to realize this one was more of a Warsow exclusive. I misread and thought Duel was the only Warsow game mode listed.

I've actually never tried any of the promode stuff, all I did was check out the Warsow website and take note of the new mechanics involved. With that info, I imagined how the map would play (e.g. 2nd paragraph), but in retrospect I definitely should've taken the time to download the mod. I didn't have too hard of a time enjoying the layout in Q3A though, so this didn't really seem necessary. Had I deemed it unplayable for normal Q3 I would've never reviewed it.

Either way, my biggest gripes had to do with the item placement, not the layout. It's just a bit of a downer to know I wasn't playing it the way the authors intended (I've ripped on other reviewers in the past for doing this.) Still, I was easily able to enjoy it the way I played, so perhaps it isn't that big of a deal.

Hope to see more from you, acid.

#2 acid
Not registered
27 Mar 2009, 19:15 EST
Thank you for the review :)

Yes, this map plays a lot better with promode. It is a collaboration of 3 mappers, while I've been only responsible for cleaning brushwork and defining the optics. I'm more a publisher than a producer here.

#1 v1l3
27 Mar 2009, 16:07 EST
This map is unplayable without promode physics enabled...I'm amazed that it was not mentioned in the readme. It's literally a double jumping map, but alot of the layout doesn't line up right in that aspect though..it's somewhat odd since he's a promode mapper. Or..I dunno =/ It's an interesting map nonetheless.
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