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Passing Uranus by Wakey - 20 Mar 2008
30 second video
Video - Download » FileFront, MHGaming, ..::LvL (19.75MiB, 997 d/loads) - Add to My maps - Permalink - digg it!
Passing Uranus
DM/TeamDM 4-8 player
FileFront, MHGaming, ..::LvL (19.75MiB, 997 d/loads)
Video    Readme    Maps by Author    Authors site
Rate release: Currently 8.64 / 10 (11 votes)
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Set on a very dark space ship with no consideration for game play. The focus of the level appears to have been with artistic direction above and before anything else. This has lead to a level that plays terribly. The biggest problem is the ship is too dark and open with sparse weapon placement. You stumble upon your opponents or wait for their weapon flash to locate them. A number of passages will be discovered by accident simply because the entrances are hidden in shadow.

The bots appear to play the level without any real issues, but will you? Remember, the bots can see in the dark. While a lot of effort has gone into the aesthetic, including custom environment shaders and user interface numbers which take advantage of the remap shader option, a better approach would have been to start with a game rich blank level and apply the visuals later. The layout and aesthetic focus has also lead to very large r_speeds, which translates to lower frame rate.

This a large download that demonstrates why game play should be put first and visuals second.

Tigs notes: A second version is available that includes a sound track.

1966
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Posted comments:
#3 Mark
18 Aug 2008, 7:32 pm
Essentially a box map in space with some steel grate catwalks. i don't mind the darkness but the rooms off the main arena are underutilised with doors that don't open or lead anywhere. spawning in these locations was wasted fragging time as i made my way back to the central arena. due to its size the rail gun is needed here but frustration is just compounded by the fact that the grille in this area cannot be shot through leaving me watching as a clear shot passes by.
#2 spirit
29 Mar 2008, 12:18 am
It looks interesting and has some nice custom shaders and yes, it is dark. But not too dark to see your enemies on my system. Anyways, I think it is justified to say that the map doesn't play too well and was designed more with aesthetics in mind (as Wakey's last map was).
#1 Cendres
Not registered
26 Mar 2008, 9:41 am
I personally have no problem with gameplay. Bots play the level well, and even if the map is way too dark, colors and atmosphere are beautiful. Play it in the dark, and you will have no problems to find the entrances. The two power-ups (Haste and Invisibility are easy to grab, while the MH is stuck into the acidic green slime.
A well-done map, a real change amongst the others, with an interesting soundtrack. Looks like some places in Quake IV.
Also interesting with customized bots by other mappers: Zapper, Plasma, Phyro, Mu-v.1, Claw, Jurael, and others...
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