recommended player load: 2-4 in tourney or ffa
TDM: lacks location entities
features: the first thing players of cpma will notice are the number of wall features in this map - niches, gears and beams, holes in the wall. These features are not purely decorative... They serve not only as convenient perching spots or (in the case of the area bottom of map) to angle grenades off but are intentional features that when played in warsow will add a degree of difficulty to wall jumps or to restrict and/or limit the availability of wall jumps for this game. So keep this in mind when playing. personally it is a shame that authors are already abandoning the cartoonish aspirations of warsow but it is a beautiful looking map.
the author has done a wonderful job of maintaining the maps integrity for the 2 gametypes it was designed for. all too often when you try to please everyone you end up pleasing none so the fact that the MH remains easily accessible from the ramp in both, as are the lightfittings on the wall for the jumps to the next level up and the turns into and out of the teleporters are all fantastic though watch your head when coming out of the LG/RL teleporter. What is most remarkable i found was that the ledges and niches even allow cpm players to simulate some of the wall-based routes available to players in warsow so in this respect the map remains the same for both.
However the ramps take on greater meaning in warsow and will allow for some wonderful sliding and dashing runs across the map that will be lost to cpm players. While the authors intention appears to preference gameplay for cpm i would encourage Scrama to map more specifically for warsow as this map demonstrates an obvious flair for the gametype. There are some nifty camping spots in the roof beams and unintentional one up through the skylight that really needs clipping off.
thanks for your time.
and for Hooyah - i really like your reviews, the creative descriptions and referencing to Quake mythology but please take into account player numbers, recommended gametypes and mod/game-specific features. With the experience of mappers and support available to them in the community, the technical aspect of map-making has generally already been addressed by the time they reach the map queue. so these other (creative aspects, movement possibilities, playing style) elements are important to a review if the reviews in lvlworld are to still carry meaning for mappers, reviewers and readers alike.