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Dm The Lost Castle
Author
:
Flapjax
Version
:
226
Release Date : May 2004
Map-Dm The Lost Castle . . . Author
Flapjax . . . Review by
Xavious
Ah...big maps. Most of the time, these turn out to be full of large
unoccupied areas and repetitive textures. this is simply because it
is very hard to find enough inspiration to fill the whole map with
innovation. Because of this, what Flapjax has done with this map is
a very rare thing. It is actually good.
The first thing that will strike you in this map is the scale of the
castle. It is huge. The map revolves around a huge hexagonal pit
(about 1024 diameter), with 4 higher tiers of platforms and
walkways, and a tower on each corner. Getting up to these higher
tiers is easy, there are many lifts and stairs about. Getting down
is equally as easy, obviously accomplished by a simple jump
(although the bots are not quite this smart). The lifts are all
inside the castle's walls, accessible from the many entrances to the
castle. From the ground floor, where the pit is, there is a path
with a lift that takes you right up to the 3rd tier.
The geometry and brushes are all fairly average, but consistently
different enough to not be repetitive (the fall of most large maps).
The highlight here is probably the lifts, a criss-cross of wooden
blocks. The correlated walls surrounding the walkways offer
good-enough cover against snipers (which is perfect, really) and add
to the feel of the castle.
Weapon placement could have been better. Perhaps this is to keep
players moving, but there is simply not enough weapons and ammo to
sustain 8 players. Rather this map doesn't need so many players,
because, depending on your play style, you will most enjoy walking
around outside rather than in the castle walls. And almost every
path leads back into the center of the map. Getting to a certain
area can be hard, since the corridors can be so complicated. You may
find yourself back where you started a lot.
Another thing that could use some improvement is the texturing.
Although this map has an excuse (big maps take _days_ to texture to
perfection), a little more time spent on it wouldn't have gone
amiss. Many of the textures are cut by subtracted brushes in places
which make them look fake. Some panning could have been used, or
extra bits of geometry to even them out.
The main point that this map makes is that big maps can be just as
detailed and involving as small maps. It proves this not only in its
consistent innovation, but also in its flaws, like the textures. To
make a perfect huge map would take months or years of work. The best
example I can think of is Dm Agonizer.
Highlights - The cavern on the ground floor leading to the lift, the
lifts themselves, the correlated walkway walls.
Lowlights - The spiral staircase, the extremely well executed but
,in the end, pointless secret in the lift.
Geometry - 9/10 Got to love them lifts...
Lighting - 8/10 Not special, but they serve their purpose perfectly.
textures - 7/10 Not so much an issue, but more time spent here would
have been nice.
Inventory - 7/10 Depends on your play style.
Bots - Not tested.
Overall - 8/10
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