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
#21. continue = continuation ^
by xen. - Saturday 16th March 2002 @ 1:58pm (126.96.36.199)
#22. Ok ^
by DaZ - Saturday 16th March 2002 @ 4:10pm (188.8.131.52)
So, any comments on the map? :)
#23. nah, it's shit :) ^
by nex - Saturday 16th March 2002 @ 9:26pm (184.108.40.206)
#24. What map? ^
by Paul - Sunday 17th March 2002 @ 8:24am (220.127.116.11)
I think it requires a higher cheese content.
#25. I am so fucking stupid... ^
by Drannerz - Sunday 17th March 2002 @ 10:54am (18.104.22.168)
...it hurts to be alive.
#26. comments on the map: ^
by Drannerz - Sunday 17th March 2002 @ 11:06am (22.214.171.124)
I reviewed it here:
...if anyone wants my opinion. I described the map as good looking but deliberately didn't mention the enhanced features so the review would be more comparable with others.
The layout was definately a step forward from previous maps (that's not to say crdm2s predecessors were bad, this one is just better).
...oh yeah...and, er, watch out for snakes.
#27. heh... ^
by xrn - Sunday 17th March 2002 @ 3:30pm (126.96.36.199)
When the new RQ gets finished and us lot fuck off over there, mpq's gonna be be left kinda empty, huh? :)
#28. no ^
by Electro - Monday 18th March 2002 @ 8:07am (188.8.131.52)
#29. Yep ^
by Paul - Monday 18th March 2002 @ 1:08pm (184.108.40.206)
And then I will be able to carry out my evil plans. Mwhahahahaha...
#30. oi! ^
by DaZ - Monday 18th March 2002 @ 6:42pm (220.127.116.11)
:) Seriously, feedback please, I wanna make crdm3 spank major arse...