The readme calls this map
Edge Arena and mentions inspiration from
Quake 2's q2dm1
The Edge, but the map seems to call itself
Cyber
Hybrid Zone and bears a closer resemblance to one of the original Quake
1 DM levels,
The Abandoned Base (dm3), though without the water in the
outer courtyard connecting to the inner atrium's pool (and without using
the lightning gun in the water being quite as ... interesting).
The readme mentions two custom textures -- those would be the ones
missing from the pk3, resulting in a large expanse of
holodeck
flooring in a couple of places. The readme does not mention the high
polygon counts, reaching 15,000 in places.
It is a large, sprawling tech/base complex with every weapon and average
gameplay in FFA. It appears in the Skirmish menu for Tournament and Team
Deathmatch also, but is rather large for the former (and the Haste and
BFG spawn in Tournament, so Tournament devolves into a
first-guy-to-reach-the-BFG-wins contest) and lacks location markers for
the latter.
There are some interesting glass ceilings and walls and some varied
tech-style architecture; the theme is carried off consistently. The
"mini" jump pads by the red armor pillar are interesting.
Botplay is supported and the focus of gameplay with bots tends to shift
among the area with the spiral stairs and plasmaguns, the outer
courtyard, and the large central room. Weapons, armor, and health are
reasonably abundant for large FFA/team games. Team deathmatch has you
resorting to the gauntlet less often than is sometimes the case.
Besides the technical issues noted previously, there are some
additional gameplay-affecting concerns. One is that there are three
large pools of water in the level, and two of them will damage and
eventually kill you if you go in them. Slime or lava would have been
more appropriate than water made to behave like either. Meanwhile
navigation can be a touch gimmicky at times, both at the layout scale
and locally. Layout-wise it can be a bit of a maze even after several
games; finding the best route to the RA, BFG, haste, etc. is not always
easy. At the smaller scale, there is a couple of finicky/gimmicky jump
pads to use, including one flat one that actually fires you at a 45
degree angle up to a ledge and should have been angled to make this
clear, and another where you tend to bang your head on the underside of
the ledge it is supposed to fling you to. A somewhat confusing set of
teleporters does not make finding your way around much easier. At least
all of the areas are distinctive, so once you have been to a place you
know it when you see it again.
Upshot: 6/10. Location markers, including the missing textures, better
hinting, and fixing a couple of the more finicky jump pads as described
above would raise this to a 7 or 8 pointer.
Reviewed by Twisted1988