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I loved the atmosphere and design, the red-lighted accents and skybox. main issue was with the lighting, a little too dark but I think this was done intentionally by the author to both fit with the surrounding lighting of the skybox and perhaps also the nerf visibility for long-range railing. I think the number of armours and power-ups were also designed to offset the rail guns. However, I still would have preferred better visibility and less rail guns. a few other gripes: it seems that the starred tiles on the floor were intended to be location markers for weapons and the author couldn't get these lined up with the weapons. The area with the three bounce pads was too cramped, and maybe the accelerator pads could have been wider. great potential, but you can tell the author was being lazy here: preferring to release the map than improve the scaling and fix the errors.
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The Skybox went totally wrong, it didn't suit the map atmosphere what so ever. On the other hand, it is fairly good since textures are finely brushed and bot play is good so it did win me over in the end. 6.5/10
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Meatboy Dogfood
unregistered
#2 17 Nov 2002
It is always the little details that make a mapp a keeper or a oh well. Bot support is critical in my mind because there are a lot of folks out there that play quake in single player mode. Also the map missed many tricks on acell pad throw length that make the map a problem to play. I call em as I see em.
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StoneEater
unregistered
#1 11 Nov 2002
While it's good to see that there are still mappers out there, this map gets boring very, very quickly. In addition to bots hurling themselves into oblivion, camping with a rail gun gets tiring very quickly.
Not to be totally negative, a good layout that could be great with a little bit more work.
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