1-on-1 players | Reviewed by Paul - Monday 14th May 2001 @ 4:31pm
Qurnel's latest is a joy to behold. The setting is gritty industrial and there is a lot of detail. There are plenty of nice touches from the hammers and spanners abandoned under perfectly positioned spotlights (strange that) to the rogue saw and screwdriver on top of random crates to the convey belt pushing a monotonous line of crates ala Quake 2. The textures are equally well detailed with several different custom signs such as the red armour notice and the "camp now" signs.
The layout is built around a three-layer skyward looking atrium. The encompassing layout is bit disjointed with no real path of smooth movement. Lots of lifts, ladders and teleporters intervene here and I thought this would make for very jumpy play. To a certain extent it does but its very on edge, keep your wits about you stuff. You'll have to keep your eye on the ball, so to speak, to rack up those frags. For me this type of play is enjoyable for 15-20 minutes after which it gets on my wick and begins to annoy. Playing it for short bursts worked best.
4.5 out of 5.0
#11. O-O ^
by MisYu - Wednesday 23rd May 2001 @ 9:32am (18.104.22.168)
Dranz, You misunderstood.
I tried to say that is rather impossible to make a classification of _good_ maps.
Match Rusted Factory to Death by the Dozen- both maps are great, but I can prefer first one, You-second. But both are great :P
#12. why I dont like efdm12... ^
by XeNoN - Wednesday 23rd May 2001 @ 1:12pm (22.214.171.124)
It just seems too perfect. The layout is really winding and connected amazingly and all items are where you want them to be all the time and the whole thing looks great. It's like a stock map (albeit much better), I cant actually imagine a person designing it... Fribbles must have one hell of a brain!
I kinda prefer this one cos it's more down to earth and seems possible to make, yet still plays excellently.
Oh, and I agree with misyu's second point, there are much more DM maps people see as favourites than with SP maps, cos the gameplay is often down to the person playing it and their tactics/skill.
#13. oh...yeah ^
by Drannerz - Wednesday 23rd May 2001 @ 1:25pm (126.96.36.199)
Ah, I see what you're saying.
Yeah, I agree, at the higher end of level design maps are subjective.