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MonoLith by Sock - 20 Jan 2008
30 second video
Video - Download » FileFront, MHGaming, ..::LvL (2.76MiB, 1,837 d/loads) - Add to My maps - Permalink - digg it!
MonoLith
DM/Tourney 2-6 player
FileFront, MHGaming, ..::LvL (2.76MiB, 1,837 d/loads)
Video    Readme    Maps by Author    Authors site
Rate release: Currently 8.05 / 10 (19 votes)
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Monolith was created by map designer Sock. The map was his entry for the Geometry Competition (2001) run by Nunuk. The competition rules limited map design to 10 textures and Monolith contains 9. I would call the motif grey gothic. Sock described it as: this map is about going mad with architecture.

The map is small, enclosed with open mezzanine levels combined with nice placement of jump pads. This map is comfortable for 1v1 or FFA up to six players, After that it might get crowded. I describe it as a "tight map". No large open areas and two moderate size corridors that lend themselves nicely to rail duels or a surprise nade as you round the corner. The map does adapt well to play as opponent movement becomes predictable given the size and layout of the map and placement of the jump pads. If your opponent doesn't object to your perching (not camping - there is a difference), there are plenty of wall ledges and arches that lend themselves nicely to surprise frags. I have only played beryllium on the map so can't speak to weapon placement. However, given Sock's other maps, I trust the weapon layout is correct. The map contains no teleporters and has a secret room reached by RJ. Bots are supported on this map.

This map is highly recommended for download.

Review by: Unisaw

Tigs notes: Minor correction, there is 1 teleporter, but it is located inside the secret room.

1959
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Posted comments:
#3 Mark
Not registered
03 Jul 2008, 1:22 am
It is hard to disassociate map design from the art form that is virtual architecture, and gaming is an ideal environment for its application so as a creative form of architectural design it is a nice level but gameplay is lacking certain features. it lacks overall verticality - jump pad frags are fine but they can be had elsewhere and the predictability factor of this map detracts from the gameflow a good map should empower. Item placement here is its strength. Nade spamming, fringe firing, camping of any kind are all fine in my book as part of a balance repetoire of strategem (infact i lament the backlash that emerged with the BFG - reducing it to the status of a rail gun was 1 of the saddest things to happen in the world of quake - used sparringly its power was part of the flavour of the game. i mean the rl never got relegated to the status of a shotgun). That aside this is where well spread and evenly balanced items draw players into the game but i wouldnt say this is a must have map.
#2 Kaleo
Not registered
31 Jan 2008, 9:21 am
It's by Sock, so by default, its good!
#1 sock
Not registered
21 Jan 2008, 3:11 am
This map was made for a geometry competition 7 years ago and I honestly thought it was forgotten about. When it was released it was not liked too much (too many corridor was the main complaint) and I decided to leave it on my personal site.

Roll forward 7 years and apparently the map has been on a server with people playing around in it! I never expected to hear that news and to top it off Unisaw wanted to review it. The map was all about vertical spaces and creating rooms with layered ledges but unfortunately the wand of "long corridors" also got its way. If anyone wants to play with the source map to change it around for their own needs, the file is on my website.

Thanks for the review Unisaw, your email made my day. :)
Sock

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