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Sacrificial Rite by Malzbiertrinker - 29 Nov 2011
30 second videoPanorama screen shot
Video - Panorama - Download » MHGaming, ..::LvL (10.01MiB, 476 d/loads) - Permalink - digg it!
Sacrificial Rite
Download » MHGaming, ..::LvL (10.01MiB)
Video    Readme    Maps by Author
Game type:DM, Team DM, 3-6 players
Weapons:
x2
Items:
x2
x2
x2
x2
x2
x2
x14
x8
x10
Bots:
Theme:Gothic
Textures:Authors own, id Gothic
Rate release: Currently 7.25 / 10 (2 votes)
145
7.25
60cd2f93ef4a6c26c4197eee44817f4d
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This is Malzbiertrinker's (MBT) first release and I'm impressed with the mood that the map has to offer. The map uses mostly Id's stock gothic textures with a skybox is created by the author. A few textures have been modified by the author. In the readme the author stated that it is the first time he used a skybox and it's quite experimental, so don't look to close. To me the skybox is good enough, it is not distracting and on the plus side it adds to the atmosphere.

The textures in the map are well used and placed, they seem all properly aligned. The author used quite some patchwork resulting in nice arches and curved walls.

The general theme of the map is some sort of cathedral or is in the least inspired by that kind of structure. To me it seemed split in half with one side being thrown away and replaced by a courtyard overlooked by two towers.

One of the first things that struck me was the height. It is a very high structure. The author has a keen eye for detail and it is nice to float around in spectator-mode to see where all the skeletons are placed. You might even discover one (or more) of the three secrets or even the hidden item. The outside areas are a lot more detailed than the inside and basement sections, but the mood is kept.

Sadly, gameplay is not as strong as the brushwork and theme. This is mostly due to the symmetrical layout. While the main halls could stay symmetrical to keep with the strong theme, there is no reason why the supporting rooms and corridors needed to be. The symmetry is a real draw back on the gameplay, especially against bots. There are a few jumppads but due to the height of the map the jumps are to long for the bots. So they hardly use the them. Most of the time bots travel by teleporter. The teleporter is a yellow/red circular shaped platform which fits the map better than my description makes it seem (see screenshots for details).

As far as I noticed the bots spawn in and take the shortest route to the rocket-launcher and then turn around back to the teleporter in the main courtyard. I started doing the same. After a few kills I stepped out of this routine and could easily pick-off the bots while they walk the trail back and forth. If you want to get something out of the bots, you'll have to be adventurous and go out there and meet the bots where they spawn in. I didn't play this map against a human but I can imagine the map being much more fun gameplay wise. Even though in the end the gameplay would still be kinda shallow.

The items are placed OK for a map like this, nicely balanced. There are not really any areas that are over the top with items or powerups. The lighting in the map could be better. The map has a good mood and the lights and fire are well placed. The map tends to be a bit dark here and there, but this adds to the mood.

In the readme the author states that due to impatience the map was compiled with -faster -fastbounce and -fastgrid and that I could flame him for this ;) The result is a blurry/noisy lightmap. With all the attention to detail brushwork, is a real shame that a lack of patience has let the lighting down. I believe this map deserves a good final compile.

Overall: Although the lack of gameplay and patience from the author are making this map unbalanced, it is a very nice first release. The mood and the attention to detail are the strong points and the map shows the amount of work the author has put into it.

I can only say: Try it out and see for yourself, it is worth it but you might not keep it. Let us hope can see more maps from this author in the future.

Reviewed by Takkie

2187
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Posted comments:
Avatar
#10 FragTastic
18 Feb 2012, 21:38 EST
@MBT: It's nice to see you making other maps which I am really looking forward to but make sure you dont use rich textures to much otherwise it will be a fail.
Avatar
#9 MBT
18 Feb 2012, 19:51 EST
@FragTastic:
Yeah, good point.
I always use the stock textures as much as i can =) Love them^^
Bout gameplay... humm lets see if I am brilliant enough to create xD
Avatar
#8 FragTastic
17 Feb 2012, 22:50 EST
@MBT: If your going to make a map with brilliant Gameplay, I suggest you shouldn't use rich textures a lot because the rich textures have so much detail plus with Bots In Gameplay It slows things down a lot. It's just like The 'Simpsons Map' That has 4 times the texels as any other map and Gameplay sucks on it.

Edited: 17 Feb 2012 AEST
Avatar
#7 MBT
03 Feb 2012, 07:27 EST
I used every possible -fast option in the current version because I can never wait to see my stuff ingame. For me that's quiet good enough, but the audience deserves better^^ I'm relieved btw I got flamed less than expected ;)
I don't know yet the outcome, but this time I gonna go through this w/o a single -fast switch. The first bounce is done, and the second is at 10% atm. When it's done, I gonna upload it asap.
Meanwhile I'm breeding ideas and doing scribbles for a new project, trying to focus more on gameplay...
Avatar
#6 FragTastic
30 Jan 2012, 02:27 EST
@themuffinatorrrrrr: Yes you are right, it's very good
Avatar
#5 themuffinator
30 Jan 2012, 01:49 EST
If you're going to use radiosity it's much faster to use -fastbounce and it still gives very good results.

Edit: in fact -fast and -fastbounce = win. Personally I couldn't care to wait a week for my map to compile when the fast switches cut the compile time down considerably, with few noticable differences if any.

Edited: 30 Jan 2012 AEST

Avatar
#4 FragTastic
30 Jan 2012, 01:19 EST
@MBT: Hey Man Np :)!
Avatar
#3 MBT
30 Jan 2012, 00:34 EST
@FragTastic:
HI :)
THX for your view^^

@all:
Hi there!
I decided to bake a tasty final compile few days ago. So at the moment my toaster oven runs since 52hrs and shows:
--- Radiosity (bounce 1 of 8) ---
blah blah blah
--- IlluminateRawLightmap ---
0...1...2..._

I hope to be able to upload that thingy soon^^

Edited: 30 Jan 2012 AEST

Avatar
#2 FragTastic
05 Jan 2012, 06:37 EST
The map shows a dark side of Quake III maps :). I love it.
Avatar
#1 MBT
17 Dec 2011, 00:46 EST
@Takkie:
Hi!
Thank you for the great review. I really enjoy it :)

@all:
Hi there!
I officially apologize for the awkward lighting. I gonna post a tastier compiled one soon - promise^^

Edited: 17 Dec 2011 AEST

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