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Moon Stone (2 to 8)
Comments (11) Go to top of page  
Skipping a number in series Rotpig comes back with this different map from his usual style. What sets this map apart from his previous works is the increase in scale. 2 large towering atriums slot together diagonally but connectivity is not what it should be. There are a few sections that could easily have been linked up and improved the flow of things. It isn't the end of the world though, it's just a lost opportunity. The setting is that of an abandoned mining outpost so there are plenty of base textures in there, along with a dark starry sky.

As I've already alluded to, there is a lot of space to play in. Very open spaces with plenty of room for movement. As such it's a map that yearns to be played with a lot of peeps. So it is kind of odd to see very little ammo about, which seems to hamper things a little. It did mean more weapons were used so things were a bit more varied but it didn't keep me all that interested.

Play is mostly drop down with most of action taking place in the lower rocky floor sections. There are apparently two versions of the map, at least that's my understanding from looking at the maps readme. The difference in versions are that one has the lower section filled with a shallow layer of water and the one linked and reviewed here doesn't. With the water there is would be easier to work out if some was down there.

Power up's are, for Rotpig standards, placed in fairly obvious spots. The Quad and Ring of Shadows are on ledges underneath staircases, which you have to hop across to get. The Pentagram of Protection placing is a little different and is a hidden and to be honest isn't that obvious to find. Needless to say you'll kick yourself when you do find it, its like it's been under your nose all the time.


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Reviewed : 25/03/2001

#1 yay
by DaZ 25/03/2001 - 20:51:39 (
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I like this map, but it uses the most annoying rock texture ever created so I have to close my eyes when playing... The map SOUNDS good :)

#2 ID textures
by Drannerz 26/03/2001 - 13:23:17 (
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I love to see mappers who can still create original, good looking maps from the good old ID texture set.
'Nuff 'spec

#3 Drannerz!
by XeNoN 27/03/2001 - 15:17:07 ( Refers to post #2
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That sky texture wasnt from ID, so hah!

/me looks all smug

#4 :)
by DaZ 27/03/2001 - 19:38:47 (
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/me hits XeNoN with lithium

#5 Awesome
by misyu 28/03/2001 - 08:53:17 (
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This is a great map designed in my favourite texture theme. Consist IMHO the best rock texture ever, Daz :)

Good job, Rotpig.

#6 XeNoN...
by Drannerz 28/03/2001 - 13:00:03 ( Refers to post #3
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...Fuck you

#7 Woah, touchy...
by XeNoN 28/03/2001 - 16:52:16 ( Refers to post #6
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Just chill, man :) I meant it in a sarcastic pedantic way.

oh, btw. great map. I DO love good use of ID textures

#8 moooooooon stone
by cyBeAr 29/03/2001 - 03:38:04 (
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Looks rather good but connectivity seems to be bad relying almost only on teles and one lift.

#9 lol
by Drannerz 29/03/2001 - 13:33:22 ( Refers to post #7
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take a chill pill XeNoN, so did I

#10 Rotpig
by Fern 30/03/2001 - 00:56:37 (
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you forgot to put water at the bottom of the level. who pulled the plug?? :)

#11 Nice
by ToadWarrior 10/04/2001 - 21:13:43 (
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I'm tired of those textures, but the's not his problem, the map is still pretty sweet!

BTW, I'd like to reinstall WC 3.3, to do some H-L mapping, but I don't want to copies of WC. So is it possible to trick WC3.3 into doing allow Q1 mapping as well?

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MPQ Design by James Kable Healey.
CGI code by Paul Healey
CGI and Content Copyright Paul Healey 2001/2000/1999/1998
with the exception of reviews which are copyright of the author.
Design Copyright Kable Kreations 2001/2000