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DM-AbandonedCity][

 
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puntloos
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Joined: 14 Apr 2002
Posts: 1065

Location: Netherlands

PostPosted: Wed Jan 29, 2003 5:27 pm    Post subject: DM-AbandonedCity][ Reply with quote


Reviewed By: Zinia 02-19-2003



A Deathmatch map with an urban setting where previous inhabitants vacated faster than OJ Simpson at a Ginsu exhibit.




As I kicked off the festivities with a few of my pretend friends, I realized I was in a big room with boxes and a lift to virtually nowhere and I thought to myself, not another wannabe map, I hope. That fleeting thought never showed its ugly face again after finding the door to what the map really had to offer.

Out on the streets of the abandoned city lie many challenges, views, angles, opportunities and problems, alike. From swimming the gutters to get the deemer to timing the jump just right to land on the amp before my mates beat me to the punch, sometimes exploring the map gets in the way of the reason we're here: to review this creation.

The playability of this map is very high. Not only are the weapons plentiful but they are well placed, too. The shock rifle is easily obtained, just behind a barrel or two. The RL is there but climbing and/or taking a dip are in order if a mortar sandwich is on the menu. And locating the keg is reminiscent of an old Scooby Doo cartoon. I expected the Warlock of Wimbledon to jump out at any time. Ruh-Roh.

The biggest concern with this map was the poly count in a couple of places, especially near the fountain where the level went well into the 600's. I could tell by the frames per second on my machine that some machines could struggle with this map.

The bots really gave me no trouble. As long as I didn't have them dialed above AVERAGE. Open type maps, even with cover from buildings, really are easy pickins' for the AI. The headshots were not being called from Sears' Photo Shop at the mall, that's for sure. That added to the fact they were well pathed showed experience on the author's part.





The entire layout is comprised of a mixture of high rise buildings and low rise structures in a downtown setting. Each phase of construction was accomplished using differing exterior skins and interior layouts. Some custom textures were introduced in various areas. The building skins ranged from brick to concrete to a glass/concrete mix.

The use of the grid and tile ceiling in the fancier of the accessible towers was quite well received. That and the decorations help to make this level more life-like. Had the builder implemented standard 2x2 light fixtures in the grid in lieu of surface mount and wall sconces, the effect would have that much more true to form.

Speaking of lighting, a plethora of illuminations were utilized including natural moonlighting, street lights, wall sconces, pool lights and even authentic looking fluorescent fixtures dang- ling on chains in the warehouse. All well placed and constructed.

No custom sounds and/or music were used in this map but then again they were not missed.





Well worth the download and disk space for anyone looking for a well done map whether you're looking for a practice level or desire quality maps for your server.

I give it Two Guns UP.

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