Author
: Krull-]NCN[-
Version
:
224
Release Date :2005
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MAP
DmAlphaLab . . . . Author Eye del Cul . . . . review by Unleaded
Well I was visually “stunned” when I opened up this map, but thankfully it is much more than just a facade J
Theme – Moon Lab
Consistency of Theme: 10
I saw one very quick visual bsp while looking down from above, but it affects nothing and it was just a flash.
The Geometry is unique, ever-changing, with ups and downs, via jump pads, lifts, and ramps, it is one of the very best compilations of these methods that I have seen, as he spreads them out well enough to leave room for playing while encouraging you to the next area via one of many methods. I won’t go into detail as much but direct you to the pics to see this aspect. Movers work perfectly with the most ideal move times. Curved walls add to create a very impressive look and feel. Depressions in the floors help to highlight the items locations, and the arches and added architectural detailing are wonderfully constructed, that highlights his advanced building skills.
So why a 2? Zoning… The fps drops dramatically in some areas, some very noticeably right when you open a door, at some places 50%. Can this be fixed? Yes. And I’m confident that Krull can make the appropriate fixes, as he is has zoned very successfully in many of his other maps.
To me Krull is unarguably one of the best texturers in Unreal, so much so that his texturing makes “perfect” look “imperfect”. I really didn’t expect anything less, and he delivers right on cue, even with challenging textures.
Texture Choices - 10
Texture Aligning - 10
Texture Sizing - 10
I read somewhere that he had some assistance in this area, whoever assisted him, did a great job. Plenty of Ammo! (Ok, I may be too excited about this aspect J) Teleporters and Player starts all face the right direction, toward the main area of play or destination, but that’s never been a problem in any of his maps from what I’ve seen.
I’ve noticed that in his maps he knows exactly where to place light so that he both lights a precise area and can create a mood as well. In this case a very subtle dark shadow overtone effect works well in this map. Plenty of light sources add tremendously in this Alpha Lab to include a feeling of a real facility. Sound Effects- great sound effects, they work well in the map, while at the same time are not incessant in nature, i.e.- too loud or inescapable.
Verdict – Definitive One for the collection
Category – Space maps
Ideal number of players – 6 – 12 (who wants more than 12 people in a map?)
Tech Review – A-rated
Play Review – Plays very well (layout wise), pathed very well (bots played rather mean actually). Special Highlights/Effects – Plenty of special effects with lights, halos, transparent areas seen through glass, the special effects are endless…(I don’t wish to list them all)
Level of Mapping Skills shown – Semi-Pro
Advice -
- Zoning (it’s stated above)
Summary – If Krull resubmits this map with improved zoning to level out fps and I review it, then my overall rating changes easily to 10. This is a very player friendly “inviting” map that both captures your attention visually and has the potential to play very well (with improved zoning it will). And I will easily elect this map as “map of the year” with the revision, and judging from a few other people’s reactions, I’m not alone in this nomination. J
Rating – 8.00 (as is)
- 10.00 (post-fixes)
Addendum – The “play” of a map is a very important element of a map, and this includes leveling off “fps” to ensure smooth play. Every pro knows this and does the measurements as well. The “play” of a good DM map must be included within its rating, as it is an important element of a good MP map. If this map were a SP map, then that would be different.