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unbalanced II by acid - 23 Jul 2008
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unbalanced II
DM/Tourney/TeamDM 2-6 player
MHGaming, ..::LvL (1.13MiB, 1,891 d/loads)
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Rate release: Currently 8.5 / 10 (28 votes)
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This is a tight little cell-shaded map with a central multi-level atrium and side areas that wind around it. Rocket-jumping skill will give a player a significant edge here as there are many useful rocket jumps, and the red armor appears to be inaccessible without one.

The texturing is in simple gradients in red, purple, light blue, and olive-green, each color indicating distinct areas of the map. Polygon counts are reasonable. Bots play the map better than typical, seeming tougher than usual for a given skill setting. Interestingly, the map completely lacks bouncepads, with a few teleporters and a plat to provide means of ascent other than stairs (and rocket-jumps!). Team deathmatch is supported, with location markers, though 3 on 3 will get chaotic and more is definitely not recommended. Almost perfect for 2 on 2, but weapons sometimes get scarce with even that many players.

Most of the stock q3a weapons are to be had, save the BFG and plasma gun. The lack of a plasma gun strengthens the railgun somewhat, but the winding passages and various obstacles, plus nearly every encounter involving multiple height levels, tends to counter it.

Gameplay tends to involve the vertical a fair bit despite the lack of bounce pads. All the included weapons prove useful, though the rocket launcher tends to dominate, partly due to the inclusion of two launchers and some additional ammo.

A nice touch is the assemblage of crates in the bottom of the atrium, where the name of the map can be seen written on some. This area contains the only slug ammo to be had other than by grabbing the railgun itself and can be a deathtrap if you're caught down there by someone spraying rockets or grenades around. Putting the railgun itself there and having no boxes of slugs might have been interesting.

A good map with good looks and gameplay and only a few minor flaws. The plat sound is included, but the console messages indicate the game tries to load a skybox that it can't find. The resulting pitch black sky doesn't look too bad, though, since there's some large colored pillars outside the map to relieve its monotony. Bots sometimes jump down the ventilation shaft with the megahealth, teleport to the top, then jump down again; you can keep blasting them in the back with the shotgun each time they teleport back up until they die. The teleports themselves just look like recessed walls with lightning bolt symbols on them; some rippling or glowing/pulsating shader effects might have come in handy here. I actually thought these might be doors at first, until I walked up to one and found myself halfway across the map. The quad spawns in tournament mode and there's no spawn marker texturing at the quad or weapon spawns.

For some reason, Team/FFA fighting tends to concentrate at times into the green T-junction where one of the rocket launchers spawns. More commonly, it concentrates where you'd expect - in the main atrium where the quad, lightning gun, and one shotgun spawn.

Dominating the bots is easy on lower skill levels as they will not RJ to the red armor and sometimes go for a dip in the pool of water in the purple area, where they're rocketbait and good for railgun target practise too.

Falling damage is occasionally annoying.

Summary: 8/10 and well worth the download.

Reviewed by Twisted

Tigs notes: This is a re-worked version of an earlier version of unbalanced, also by acid

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Posted comments:
#3 lol
Not registered
05 Apr 2010, 3:25 am
This map is from Warsow
bones2#2 Mark
26 Jul 2008, 11:55 am
There is little variation from the original here other than item replacements. The lower crates have been given a facelift. The lower level GA has been replaced by armor shards and 2 GH balls. The player spawn point at the sg/rl ammo at the t-junction has been removed. The passage from the quad to the water has a rl ammoclip and an extra 25 health. The upper ga (green area) is replaced by armor shards where it used to be on the original and extra armour shards btwn the GL and health up top. There is no health ball at the top of the stairs passing the ya (purple area). The lightfitting at the SG (purple area) is replaced by a window and according to the level shot there is meant to be stars and a planet in the skybox but in my case the original skybox loaded. Health and armor shards to replace ga i am assuming is a tweak for TDM but it seems a little bit like 6 of 1 1/2 dozen of the other and just clutters the map. The shards near gl would notify someone down below of the presence above but you just gotta know that a GL up top is going to mean a shower of grenades so i just dont know. The player spawn point makes sense as this is a vulnerable place to spawn and reduces the spawn points to an even 10 - 5 a piece - but even 10 players on a map this size in FFA gets messy.


Edited: 26 Jul 2008 AEST

#1 Twisted
Not registered
24 Jul 2008, 4:03 pm
I should add that I've since made it to the RA without a rocket once or twice. It seems to be at the very edge of jump range, so if you time it perfectly you may make it from the higher of the nearby ledges. It's probably a fairly easy jump in CPM, but in VQ3 you won't make it very often without using the launcher.
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