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When josen submitted his map Neptis to us, I thought it was a rather pleasant surprise for me. To see that even four years later there were skilled UT2004 level designers out there that I had not yet heard about was enjoyable. Pretty soon a wave of josen maps flooded our review queue, six in total, all submitted one after another. To me it seemed they were delivered in a map pack sort of way (lots of maps in a short period of time), so I decided to review them as such. That's probably not exactly what josen had in mind, but hey, at least I'm keeping y'all on your toes. Besides, when's the last time we willingly reviewed a map pack? You're probably thinking, "Never!" but I'd probably have to say you're wrong. As a matter of fact, we did it about two years ago when Walm decided to pull off a similar feat and submit six maps to us all at once. So, this is really just par for the course as far as I'm concerned. :]
CTF-JN-Acropolis [screenshot]
Score: 8.0
I played this map immediately after fragging like it was 1999, so when I tossed my translocator disc for the first time, it seemed odd that anyone had ever complained about it. It seriously didn't seem too different from UT's, but after a few minutes I realized something was up. It wasn't until I launched a flak shell that took an unusual nosedive for the floor that I realized the map had altered gravity! So altered, in fact, that it's over twice as strong as normal. Well, except in the lowest portions of the map (which includes the red flag area). For some reason the gravity is normal in the lowest sections. And without any useful information in the map description or readme we may never know why! Increasing the oddness of this map is the fact that it's asymmetrical. We don't see too many of those types of CTF maps, that's for sure. Interestingly enough, this level almost has a DM feel, especially the center area, because there's really nothing that's repeated. Sure, the basic layout ideas are similar -- both teams have a shock rifle near the flag and a flak cannon room off to the side -- but by and large the entire map is one unique location after another. I like asymmetrical layouts when they work, and this one seemed to work. Sure, if you go low as the red team flag runner you have but one way to go (via the only jump pad you'll find on the lowest level), but that sort of thing is balanced off by the approach to the blue flag being easier/more effective. Hmm, I've spent all this space talking about gameplay and I've run out of room for visuals. They're nice! Given that five out of the six maps in this pack are Egyptian, you can refer to the others for visual talk.
CTF-JN-RA [screenshot]
Score: 6.0
Let's venture back in time to josen's first map. What do you think it looked like? Well, it looked a lot like this one, because this is actually his first map. Even back in "the day" it seems he had a pretty good grasp on how to use the Egyptian theme. Obviously, this one is less neat than the others, but what else would you expect from a first map? It's still got the trim, pillars, and interesting accents; it just has less of them. Lit mostly from the orange sun overhead, lighting takes on an orange hue with cool blue for contrast, and it works well enough. It's got clear visibility and lines of sight tend towards long more often than not. Each of the rooms is generally pretty large and open, lending well to the shock rifles that sit by the flags. The layout consists of the usual three exits, one to the front and one to each side. Each of these sides rooms holds an overly large teleport that will transfer you back and forth between them. Given that the layout is simple and these side rooms would only have one way in and out otherwise, this helps flag runners mix things up and allows you to easily grab both the minigun and rockets without translocating across the level. An interesting feature is that the intermediate room between the two main side rooms has a very tall ledge where the door sits, preventing flag runners from running completely down the sides of the map in both directions. Other than that there's not a whole lot to say; it's pretty standard fare and works well enough. It does feel a bit devoid of pickups, though.
DM-JN-Aquantek [screenshot]
Score: 6.5
Tired of Egyptian themes? I suppose the good news is this is the only map in this bunch that is of some other theme. Rather than the usual blocky Egyptian architecture, Aquantek, which is apparently a temple or sorts carved into rock, has a sort of boxy canyon look to it. I felt adequately trapped within the confines of some canyon-esque features, so the atmosphere was done well overall. A portion of the map is cave-like in nature and has some nice watery elements to it, so there's a contrast between outdoors and in. You'll find some rather interesting features spread about such as random floating cubes of water (some of which function as jump pads, some that force you to swim through them) and a giant spinning thing in the lower cave sections. I think this kind of spinning construct has a name but it's eluding me at the moment. Looks neat, though. Unfortunately, I didn't find the gameplay as interesting as the visual thematics. If you like jump pads and teleports you might enjoy it a lot, but large open spaces and big jumps don't do much for me. Pretty much every room is a big box broken up by a few things and with routes forcibly created by jump pads and teleports. A central teleport comes into play after you grab some bigger pickups like the keg and amp, and there are a few others scattered about. Overall, this creates a very disjoint feel to the gameplay, and I didn't enjoy it too much.
DM-JN-Neptis [screenshot]
Score: 8.0
One of the more atmospheric maps in this group would have to be Neptis. Oddly, it doesn't necessarily feel like a place, per se, but there are visual treats here that made it feel more believable. To start, the lighting has a very dusty feel to it, and it made me think, "Dang, that's pretty nice," when I first launched the map. The lighting overall is very moody, full of color, contrast, and depth, and it's prone to a shadowy nature. I can't remember the last time I actually thought UT2004 lighting was nice, but this map pulled it off. When you throw in visual variety such as lava pits on one side and a green valley on the other, suddenly it doesn't matter so much that this is Egyptian yet again. Neptis comes complete with a rather nice layout, though the openness of the top section can be off-putting, especially considering there are two shock rifle pickups. You'll find the keg, amp, and 100a at strategic parts of the map, but be wary of the closeness of the first two. Honestly, I was disappointed that you couldn't shoot your enemies off the side by one of the shock rifles, but at least the flow is smooth throughout the map. Sadly, bot play is lacking because they freaking love to congregate around the flak. If you played such that you stayed in the same area whenever you got a kill, you'd probably be in that square room under the amp the entire time. Regardless, this was easily the best DM map of the bunch for me.
DM-JN-Solstice [screenshot]
Score: 7.0
When I first stepped virtual foot into this map, I thought to myself, "Hmm, this looks a little hitscan dominant." Fifteen minutes and 37 headshots later my suspicions were confirmed. Sure, UT2004's dumb bots are easy to shoot from a distance because they can hardly shoot you back unless you're close, and sure, I was actually trying to go for headshots, but still. Set in a wintry locale, Solstice feels like a mix between Egyptian and Aquantekan architecture. You fight within a box canyon surrounded by snowy cliffs with many stone pillars and arches abound. There's even an amphitheater of sorts housing the damage amp. Visually solid, the only irksome thing I found would have to be the purple glow from the fires. It's not the color I mind but that they seem to have the ability to light up far more of the surrounding region than they should. Given such long lines of sight, gameplay is generally dominated by the pew-pew guns, and you'll even find that there are two snipers to further drive this point home. The stone ledges and ramps keep the layout interesting, at least, though I found myself spending a lot of time hanging out in the section between the damage amp and keg inside the temple structure. Had the 50a been replaced with the 100a it would probably promote more movement around the map. Still, that leaves the area between the minigun and sniper up on the cliff rather barren. It looks like he meant to put something there but forgot. Oh, and watch out for the bots getting stuck on the jump pad nearest the damage amp.
DOM-JN-Judges [screenshot]
Score: 6.0
This one's definitely interesting. Naturally, it's Egyptian, but like Solstice, this one is accented to the point that it's visually distinct. In this case we have a structure floating above snowy peaks dominated by electric blue features that include flames, glass-like walkways, translucent thingers on top of decorative pillars, and some sort of giant beam in the center. And then there's the domination points -- we don't see too many of them, do we? While visually unique, a single gameplay gimmick keeps this map afloat. Even though the main platform is apparently many thousands of feet above the ground, falling off will not take you out. Instead, you'll soon find that you're teleported to a virtual purgatory of sorts -- an intermediary room in which you must walk towards the light. After a second or two you're magically popped right back into the center of the arena, giving credence to the magical aura surrounding the middle section of the map. All of this would be relatively alright given a normal weapon loadout, but josen saw fit to restrict your access to all but dual ass rifles, shock, and flak. The latter two are on the opposite two extensions from the center, while you'll find no less than four weapon bases holding ass rifles, all of which are next to the domination points and where you're likely to spawn. Suffice it to say you'll quickly become tired of hearing the meager bleat of the ass rifle due to the bots' affinity to use it over the flak cannon in all instances except point-blank. Sadly, the weapon selection lowers the gameplay quality, as does the overall flatness and underutilization of the center elevated platforms. Having something more worthwhile up there could have been great as it presents a dichotomy -- do I hold a point or the center platforms? I suppose you could use them for sniping with the shock rifle, though.
Bottom Line: If you don't mind the Egyptian theme, there are some decent maps in here.
Score: 7.0
Average User Score: 6.5 (2 scores)
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Smoke Screen
Score: 6.5
For me Aquantek is the most fun to play. Followed by Neptis and Solstice. The CTFs are to smallish and straight in my opinion. DOM is not my piece of cake i have to admit.
But i play Ballistic Weapons only. I guess that impacts the gameplay a lot and gives a different picture.
Josen announced on his site a new map-pack soon.
2008-04-30 21:42:30
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Virgo47
Score: 6.5
I'll go through the maps like I played them.
Aquantek reminds me Nali temples from Unreal, green touch, nice water elements, etc. Overall gameplay is chaotic though, more bioguns than needed, some places way too dark (for default skin usage at least), flow broker with a lot of teleports. I like waterfall exterior. Score: 6
Neptis has nice atmosphere indeed and you can recognize places here - that's good. I'm not sure if on the map for 4 players it's good to have such a power-up combination - especially if you can all take them in 10 seconds. I also disliked weapon placement - you have to run for it. One health in the dead-end is also a bit overdone. Visuals are very good, gameplay is so-so above average in my eyes - mainly for balance issues. Some places were again very dark and bots were virtually invisible there (I raised my gamma rather :-)). I'm also not fan of collisions for trims - the same thing always bothered me on stock map Trite. You have to think about those trims everytime you want to dodgejump from the edge. Score: 7
Solstice is nice winter Egyptian theme - reminds me one MsM's map. However Solstice is outdoor map and big enough to host more than default 5 players. I spawned right in front of lighting gun (with a floating ammo btw). That made first few kills easy even for lame sniper like me. During this third map I definitely confirmed that Josen should think more about spawns. Often I had to search for the gun, many times I spawned near to it. And also many players spawns very close to each other. This map is snipe fest although it's far from stupid arena - it just has long LOS. It's quite nice - Josen can provide proper visuals. And yes, bots really like to stuck on jumppads - not very good betatesting I'd say. That LG where I spawned first time is really strange thing for me. From the terrain it looks like it should be award for running up the hill - yet that spawn point ruins the idea. Score: 6.5
Judges is interesting platform in the middle of something that reminds me Hazel's skybox (I didn't check). Style is fine, visuals are bit too cyanish for me. Layout is like a cross where players spawn against each other and points are perpendicular to that. Strange that red starts with shock and blue with flak. But you can hop into the teleport (sort of stargate ;-)) behind you and get to the other side quickly. There are link guns near control points. That's it. Although height varies it's open, aimfest prone and points are quite easy to defend with combos because you have to go upstairs to them. Score: 5.5
Acropolis - assymetric CTF. Center is really interesting but I dislike execution of bases. I find it easier to attack blue base and also run away from it without any real obstacles to enter red one later. You can choose at least three paths out of the blue base while you have to run up the single staircase after you take red flag. I like distancefog effect when I'm standing near red flag. Rest of the visuals is kinda standard when you play it as a fifth map from this pack and that gravity thing was really strange. In my eyes it can't score better than: 7
RA - I agree completely with T2A` on this one. :-) Score: 6
I think Josen should go public sooner to avoid some things in his next maps. Still I'm surprised by good quality because nothing here is sub-par and the score always builds on solid visuals and reasonable gameplay (except few cases ;-)). That makes it close to 6.5. Well worth the small download!
2008-03-22 09:05:05
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