This is a largish tourney map decked out in id Gothic. It looks average, with
no glaring construction errors, but no caulking behind some curves, which may
cause visual glitches on poorer hardware. The map will chug on such hardware as
the polygon counts get into the 20K range in some places; the engine draws
nearly the whole map from everywhere. The map was "vis"ed, but no hint brushes
seem to have been used. More doors combined with areaportals in the doors might
help in tournament mode, though not so much in FFA play where many of the doors
will be open at any given time.
One interesting thing is the use of shiny metal trims and in a couple of places
whole walls of the stuff. The spawn markers for weapons are also unique, but
may be slightly out of place; they may have been better in a tech map, and
bloodstain decals or similar better here.
The layout is basically a ring of chambers around a central atrium, with two
floors except in the central atrium (which bears shotgun and megahealth) and
the red armor atrium; the atria have ledges at the upper level without no
continuous flooring. Connectivity between levels comes from several jump pads
and teles, dropping down (which causes falling damage in most places, save the
"chutes" by the yellow armor), and one single lonely switchback staircase.
The ring on the lower level is complete; on the upper level it is interrupted
by walls with the rocket launcher room on one side and by the gappy floor in
the red armor atrium, though this can be traversed by clever jumping, more
easily in one direction than the other, or by dropping down and using a jump
pad; the red armor is flanked by two of them, which together lead to both major
sections of the top level.
Despite the name, gameplay is average, perhaps a little better. Tourney play,
for which the map is clearly intended, is a bit hunt-and-seekish in this
sizable map; this may or may not be to your taste. There is perhaps a bit too
much ammo for tournament, plus two of some of the weapons, notably the
lightning gun. The only weapon absent is the BFG. Armor is also abundant, with
one each of red and yellow armor and a metric truckload of shards.
Although you're usually pretty close to a weapon when you spawn, there is an
odd tendency for you and your opponent to spawn within sight of each other,
begetting a machinegun duel.
Navigation involves some slightly tricky jumps that can help get you around the
top level; the jump around a corner to the +50 health comes to mind. There are
several teleporters, which are slightly confusing to follow, though one below
the megahealth ledge spawns you back close to one of the lightning guns and
near where you can make another try for the megahealth if lag makes you fall.
One navigation issue is the dead end by the grenade launcher. A bit more
connectivity there might have been nice. At least it doesn't lend itself to
camping; you're liable to get telefragged if you linger there.
There are some interesting holes, gaps, and windows to fire weapons through; a
window by the grenade launcher, floor gaps near the railgun, and gaps in the
metal barricades separating the lower part of the central atrium from the two
armors. Rockets fired through the latter at people going for the armors can
earn some surprise frags, or chase someone away from the armor that you want
for yourself. (I "stole" the red armor from Xaero once this way, as a matter of
fact. He went to grab it, got a surprise rocket in the face, and ran through
the nearest teleporter in terror, the wuss. :))
The grenade launcher is underpowered on this map due to the wide open nature of
most of the combat areas. Even corridors tend to be either short, wide, with
holes in the floor for grenades to fall through, or with branches for them to
disappear into. The railgun is much stronger on this map for the same
architectural reasons, but I found myself scoring most of my frags with the
rocket launcher; the bots seemed to jump around a lot more than usual, making
rail, plasma, and lightning difficult to use. Against humans the plasma becomes
more useful for blinding and confusing railgunners, though.
Items are spread out and the map doesn't lend itself to camping. As is often
the case, there's an abundance of armor on the lower level and the map's
stronger weapons are on the upper. I have no item placement complaints, save
that the ammo load could be lightened considerably in tournament play with
"gametype/ffa, single" key/value pairs on some of the ammo boxes. A tourney map
does not need five or six crates of rockets.
Bots don't go for the megahealth, but do grab everything else. They're easy to
dominate if you run the mega and armors and take advantage of the jumps on the
upper floor. The default selection of bots for this map play surprisingly well
with this handicap, though.
FFA play is dead average, or a bit worse, with no powerups (even limited to
only spawn in FFA) to cause excitement. The key to FFA domination of the bots
is the megahealth, boosted by some armor timing, jumping around the top level,
and throwing surprise rockets or shotgun blasts into melees. The grenade
launcher becomes a bit more useful, particularly for crowd control when a mosh
develops in the shotgun pit.
Though the map does not show up on the Skirmish menu for Team DM, there
is location data; if you manually set g_gametype 3 and map
qsc_tourney5pro and join a team, you will find yourself in places like Bunker
and Rail Hall. The location data is spotty, though; in the room
above
the yellow armor it may claim you're at the yellow armor, and in many places it
will list your location as "unknown". Team DM support seems to be a work in
progress, rather than either lacking or complete.
The map appears to have no secrets.
Average in gameplay for deathmatch, fairly good for tourney if you like a bit
of hide and seek, and has one glaring problem with its packaging: missing
textures, primarily on doors on the upper level. Given the id gothic theme
these are probably from the
mapmedia.pk3.
There are also some places where you can see HOM out a window by jumping close
to it, due to lack of a bottom to the map's sky.
HOM, high r_speeds, missing textures, and lack of caulking behind
curves, along with a grammatically-challenged readme, detract from this
map's polish, but it will play. I just can not say for how long.
Reviewed by Twisted1984