Crdm2 : Mechanical Tears

2 - 8 Players players | Reviewed by Paul - Monday 4th March 2002 @ 4:23pm

So Daz, is normal lighting too good for you? :P. The only problem I have with it is I can’t really notice the coloured lighting. Rorshach’s Clockwork Droid textures have a brown/orange tinge to them and the lighting is a light in colour and doesn’t seem to show up. I mean if you’re going use it as least do it properly! I expected lots clashing reds and blues to give a nice purple glow and shocking aluminous greens ala Quake 2… *ah hem*. I am exaggerating a little; there is some variance in the lighting. The upper areas (that open up to the sky) are basked in a natural white light, whereas lower down it is of a more man made yellow kind of lighting. There is an interesting lime green effect emanating from the odd pool of slime but that’s about it. Playing in GLQuake the lighting comes across as being a bit flat but this is compounded by the difference in textures, as we’ll see next.

You will need to run TomazQuake or another similar modified exe in order to get the most out of the map due to the high quality textures (download here (2,365kb)).

There is a big difference in terms of this map looks if you don’t use the high quality textures. In normal GLQuake the colouring is different, the solid browns of the panels have turned to bland oranges and yellows. They also lose a lot of detail (shot 1, shot 2) and some of the textures look like mush (I mean that in a nice way, like mushy peas… hmmm).

Anyway, swiftly getting back on track. It’s a medium sized map set around a three level rectangular shaped atrium. I thoroughly enjoyed playing both when duelling and in FFA. I was surprised that it played so well in 1-on-1 because of its size but this is due to it being heavily interconnected. At first it’s not apparent how it all interconnects but after sustained play it is quite obvious.

Grumbles would be some of textures are misaligned and don’t blend into other sections quite as expected. Along with that some architecture doesn’t look right within the context of the theme, but it must be said this is a minor complaint. There are some very cool looking set pieces that show off the industrial style textures to good affect. I did find a couple of snag spots in the heat of a game which were a bit of a hindrance.

Item placement is good, lots of goodies to get your hands on. Two power ups have been included. The Quad is placed on top of a circular grate on the ground floor of one of the adjoining sections. A huge pipe connects out from the grate across the floor and then upwards as it pokes out from the wall before disappearing near the top up. The MH on the other hand, isn’t in such grand a location, its tucked in a rocky area just off the 1st floor of the main atrium.

Overall it’s a definite step up on from CRDM1 - Under the Influence. The layout is certainly more coherent and its all the better for it. It’s solidly constructed, littered with items, with lots of space to play in.

4.5 out of 5.0

Download 985Kb - 1362 downloads | readme | DaZ | Author Site

#1. yay ^

by Electro - Monday 4th March 2002 @ 7:43pm (

this is teh badaSS!

#2. What about GQ? ^

by Gleeb - Monday 4th March 2002 @ 8:09pm (

#3. wow ^

by DaZ - Monday 4th March 2002 @ 8:25pm (

I never thought I would see such a score next to a map by me, thanks Paul.

One thing I should mention, in the screenshots using the hi-res textures there seems to be one texture that is WAY brighter than all the others, Im sure you can all see it... My geuss is that I fucked up when putting the TGA textures into the zip file and missed one, therefore there is 1 non-hi-res texture, and IDgamma (I assume your using that) has made that 1 texture way brighter, making the map look really shit :)

Nothing I can do about that, but it IS quite annoying, something to check on in crdm3 :)

#4. Awesome ^

by MasterMind - Monday 4th March 2002 @ 8:32pm (

Very very cool map. The hi-res textures look great. Keep up the good work.

#5. WOW! ^

by Panzer - Monday 4th March 2002 @ 10:38pm (

I downloaded and played this map a while back (maybe a month or so) and it's still amazing! The sulfurous yellow lighting really captures the escence of what Quake has been all about since it's introduction. I could only hope my maps turn out as successful as this one. Great work DaZ! please finish your tutorials ;)

#6. Gleeb ^

by Paul - Tuesday 5th March 2002 @ 3:44am (

I deliberately didn't give an url for TomazQuake since I'm not a fan of it (random lock ups, crashes, slow loading, etc). I did run crdm2 in GQ but it complains about some entities on loading.

#7. Gom Jabbar couldn't be arsed with a title ^

by Gom Jabbar - Tuesday 5th March 2002 @ 3:56am (

> I never thought I would see such a score
> next to a map by me, thanks Paul.

Why not? You plain deserve it for this map!
I really do like it...

#8. cogs.. ^

by CardO - Tuesday 5th March 2002 @ 9:41am (

yup, those cogs..

#9. /me slaps CardO ^

by Paul - Tuesday 5th March 2002 @ 10:05am (

Oh yeah, cogs. I forgot to mention them for some reason.

#10. randyom doesn't like titles ^

by randyom - Wednesday 6th March 2002 @ 3:07am (

Yeah maps plays great but only if a player is earing yellow it is nearly the same than invisible *g*
THe best place ist killing alle quad whores from top of the map. Really nice place and nice idea for camping

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