DM/Tourney 2-6 player
FileFront, MHGaming, ..::LvL (1.62MiB, 2,029 d/loads)
Readme Maps by Author Authors site
FileFront, MHGaming, ..::LvL (1.62MiB, 2,029 d/loads)
Readme Maps by Author Authors site
Rate release: Currently 8.13 / 10 (15 votes)
162
8.13
55b51887449f1fc0e1d7c192e8e8a4f9
Mouse over to vote
|
Your vote:
0 / 10 |
1344
Posted comments:
#11 J2KoOl63
Not registered
25 Jul 2003, 8:53 pm
Sorry for the double reviewNot registered
25 Jul 2003, 8:53 pm
#10 J2KoOl63
Not registered
25 Jul 2003, 8:52 pm
I think that unique levels are always the best, like this one. Bots play fine. They don't really bunch up in a group like some levels. Lighting is good. The whole space gig makes it stay unique. Item placement is alright but good. Overall a very good map.Not registered
25 Jul 2003, 8:52 pm
I give it a 9.
#9 J2KoOl63
Not registered
25 Jul 2003, 8:49 pm
I think that unique levels are always the best, like this one. Bots play fine. They don't really bunch up in a group like some levels. Lighting is good. The whole space gig makes it stay unique. Item placement is alright but good. Overall a very good map.Not registered
25 Jul 2003, 8:49 pm
I give it a 9.
#8 [Acid]
Not registered
11 Aug 2002, 2:50 pm
@krekits:Not registered
11 Aug 2002, 2:50 pm
the whole map is clipped, no wall is pure anymore. the floor holders are also clipped with a 45° at the edges.. for the better quake players.. the promode-guys :)
also the detail on the walls, which are numbers for the rooms btw are clipped, but not as a whole box, but single..
play this map with cpma!
#7 krekits
Not registered
04 Aug 2002, 9:37 am
Vertex lighting really kills the idea, doesn't it? Lightmap lighting is the only choice when playing this map, otherwise it looks really washed out and blinding in a couple of areas where there's a lot of glass.Not registered
04 Aug 2002, 9:37 am
The almost perfect brush work is not true, and there a quite a number of places where tris could have been saved with almost no visible loss.
The floor 'holders', in lack of a better word, should have been clipped, and some of the wall decorations also. I agree about the jump pads, it would have been great if they could've been marked in some way.
#6 wviperw
Not registered
01 Aug 2002, 10:54 am
A pretty cool map. I got to test this in its beta stages. Nice original look to it (although it hurts performance a ton)and the map plays TDM and FFA quite well.Not registered
01 Aug 2002, 10:54 am
#5 SFNative
Not registered
31 Jul 2002, 4:56 pm
This is a very original looking map. I can honestly say I haven't seen anything like it.Not registered
31 Jul 2002, 4:56 pm
Unfortunately, it doesn't play very well. Maybe it's a trick of the eye but it seems like both you and the bots walk, not run. The jump pads are a little odd in that you wouldn't know they exist until you hit them.
But the breaker for me is my results on the first try. I went in with the default - one bot (Phobos) but set it on Nightmare.
Final score: I win 20-0.
Am I good? Yeah, I'm pretty good. I'm not THAT good.
#4 rokscott
Not registered
30 Jul 2002, 2:34 pm
Very unusual and cool looking level. Top marks for originality. Unfortunatly I found the jump pads as hard to use as the bots do :(Not registered
30 Jul 2002, 2:34 pm
7 outa 10
#3 *papri-K*
Not registered
30 Jul 2002, 5:01 am
By the way, Bernstein is a german word for amber, and Zimmer means room. The map's title fits the atmosphere.Not registered
30 Jul 2002, 5:01 am
#2 Staffs
Not registered
30 Jul 2002, 4:27 am
I'd hardly call "!!!" a commentNot registered
30 Jul 2002, 4:27 am
#1 WangButter
Not registered
29 Jul 2002, 6:37 pm
I haven't played this map, I just wanted to comment on a quote from the review -- "You'll have to use vertex lighting if your box is not chewy"Not registered
29 Jul 2002, 6:37 pm
!!!









