The pack consists of 13 maps.
With the exception of 2, they are all space maps. The maps are not
overly large and for the most part use standard Q3A textures with a few
custom features included to spice things up. The maps play just fine.
People with low end systems will not run into any problems playing on
them. An arena file has been included.
Combat centres on the RL and RG with varying combinations of SG, LG,
and PG. Several maps also include the GL; not usually worth including on
a space map. The GL does work effectively on
Zion's Quarry (an
asteroid cluster by Brian Ball) as a close range weapon and as a top
down spamming device on
Asylum (Sean Soucy); a level which is
reminiscent of
The Brimstone Abbey (Q3A). The BFG also makes an
appearance in
Shady Towers (Jay Wilson) along with 2 RG sniping
platforms flanking the main arena. The author has been thoughtful enough
to not include any ammo clips for either of these weapons.
Mynx, Crash, Visor and Ranger are the resident bots on the majority of
maps but are far from ideal for space maps and will be easy to pick off
even on nightmare. To fix this problem I loaded the maps with Bots that
played well on space maps, were good with the rail gun and would take
the power ups. Major, Xaero, Sorlag, Uriel, Hunter, Phobos, Anarki and
Keel all served their purpose on the appropriate maps. For the most part
these bots played fine but there are several maps where bots won\t go
for sniping points or power-ups because they are unable to recognise the
jump combinations or drops required to access these areas. In this
respect, there are too many power ups for play against bots on most of
the levels.
The power-ups take on a greater significance when playing against
humans.
Shady Towers not only features armour but also a medikit, quad,
personal teleporter, megahealth and a haste/invisibility spawn point.
The teleporter-invisibility combination is invaluable for gaining access
to the MH and Rail gun sniping areas while either haste, invisibility or
personal teleporter will help players who are avoiding attacks from
combinations of Quad, BFG and sniping. This over-abundance of power-ups
is reflected most notably again on the map
Have A Banana (Jesse McCree);
which also focuses on the setup of defensive and offensive power-ups as
part of game play and
Impossible Dinosaur Battlefield (John Schuch)
which is a true combat arena in the purest sense. This map features a
solitary RG exposed from all sides on a lower central platform. Several
maps demonstrate a greater subtlety in the use of powerful items
including the onanistic
Circle Jerk (Aaron Halon),
Carbon (John Spitzer)
and
Reduced Fat Wheat Thins (Sean Soucy).
Stomping Arena (Alex Mayberry) is hampered by poor item placement but
advanced bots will take and use all the power-ups on this map including
the booby-trapped Quad (requires a personal teleporter) and MH (which
played against humans wont even be touched).
Also included is a CTF version of
Monochrome (John Spitzer); a map with
no health, armour or power-ups and where all players spawn with the RG.
This could have been left out entirely as it plays just like a CTF map
would online with humans - a no teamwork FFA affair but with flags on
it. The death match version makes for a real challenge.
Due to the mainly symmetrical nature and design of the maps they are
all well suited for 1 on 1 and/or instagib mod play but due to item
placement are not intended for competitive use. This pack is a lot of fun
and worth the download, especially for space map and instagib fans. 2-8
players recommended.
Reviewed by Mark.1995