Aesthetically,
Exotic Metals is basic id Gothic, but done well; there
are no obvious construction errors or problems moving about the map. Layers of
ledges and curving overhangs fill this two-atrium map with lots of connections
and none of the old "room-corridor-room" syndrome. The levels all look
somewhat different from one another, from the dank, dimly-lit basement with its
ankle-deep water, jump pads everywhere, Quad, and red armor to the upper,
brightly-lit levels with the weapons and more ornate curvework.
FFA gameplay is fast and furious with the default load of bots, or a comparable
number of people. It's perhaps somewhat better than average, with the main
action taking place in the atrium with the rocket launcher, on the level below
the launcher's narrow catwalk. A tele on the bottom level close to the red
armor spits you out by the rocket launcher, which seems to unbalance things a
bit, and ensures nearly all the fragging uses that one weapon, though the map
sports all of the usual suspects, save the BFG. Ammo is a bit on the abundant
side, with multiple boxes of shells, grenades, and slugs clumped together in
some places. Health is about right. Armor is scarce, but there is a personal
medkit and quite a few shards and small healths.
The lowest level has many bouncepads up to various points on the next higher
level, and is divided into two parts that are not connected except by going up
and, elsewhere, down again; one has the armor and one the Quad. The next two
levels see most of the action, because they have the main expanses of solid
floor other than the basement, and the basement has no weapons. Narrow gaps
near walls provide places to drop down, and there are stairs connecting them
and jump pads to the top floor, which has a few narrow catwalks and the
railgun.
If you go from quad to two of the lower jumppads while hugging the wall to save
time, you wind up banging your head. Other than that and some accidental hole
falls, versus sometimes having difficulty falling down on purpose, there are no
real navigation problems. Another point, the stairs near the red armor
sometimes seem to cause one to not actually collect it if running fast enough.
One nitpick: there are no spawn-marker textures under the weapons or Quad.
The architecture limits rail-whoring but encourages rocket-whoring;
nevertheless the +50 health spawns are good for railgun camping. Grenades seem
strangely ineffective, perhaps because they tend to fall down gaps to the
lowest level, but two grenade launchers (and two shotguns) were included. The
map is symmetrical, except for the plasma gun being opposite the lightning gun
instead of there being two of each.
Tournament play is supported, but the Quad and personal medkit spawn in
tournament and the bots seem not to go for the red armor or quad in tournament
mode. It's a bit of a hunt and stalk game, due to the medium size of the map,
which tends to make the quad less unbalancing than it otherwise might be, but
might not be to everyone's taste. Bots spend much of their time in the basement
in tourney games for some reason, instead of hanging out in the rocket launcher
room.
Team Deathmatch is supported, with location data. In larger team games, the
abundance of ammo becomes a blessing, but many of the ammo boxes could have
been limited to spawning in teamplay games. Teamplay works well with 2 on 2 or
3 on 3, and gets somewhat chaotic with 4 on 4. Larger numbers than that are
not recommended. Action again concentrates near the rocket launcher, but also
in the basement areas where the quad and armor spawn. Railgun hits are almost
100% kill shots in teamplay because armor is definitely under-abundant for
large numbers of players.
The map is professionally packaged, appearing in the skirmish menu and sporting
a polished-looking levelshot, and it looks well-polished itself. However, the
triangle count gets up to 15000 in some places, which may make it chug on
less-powerful machines. Reasonably modern hardware (up to five years old,
perhaps) should manage though.
Review by Twisted1985