On the plus side, the Squisher was a nice touch and kept us very amused the whole game. I also liked the glass between the two bases. Too bad the rest of the map did not keep us so amused.
Moves swift with no dead ends. Spots for lurkers snipers, but watch your back. The execution chamber is a sick and twisted concept who's time has come.
Down load this puppy and play. Congrats to the maker.
Tig didn't mention that if someone falls into the fog, they are squisehed in clear view of both bases! Mwooohahahah!
This is a great map, get it now!
That said, I think this map has a good layout and is well connected. The structure of the map allows for interesting strategies to be adopted and may make for stimulating gameplay.
The architecture in general, was very nice, and I especially liked the outdoor area with the inclusion of all those columns and the four Gargoyles watching over the proceedings.
N.B.
Found a way to avoid suffering humilation:
involves not falling into the fog.
yeah mike, the map is preatty hard(at first) but playin this map.. games are actualy NOT a WASTE OF TIME like SOME maps..
only thing is fps..wack in some areas..wont stop me from playing the map though..
This is the toughest CTF map i have played. With 2 people on each side laying down a steady and constant stream of pulse fire..that makes the long bridge .."no mans land"!!
This was so fun. This map actually felt like a team map rather than a "im on your team but ill do what i want" You had to stay in strategic locations to win. The capture guys had to watch each others backs to get in and out. This map forces players to play CTF like you should play...AS A TEAM!!!! Im Keeping this map.
My only beef with this map is that the frame rates drop in certain areas.
9/10 Great archetecture but it wasnt designed for high frame rates. Game play in this map has yet to be matched. Download this!!!!!!
Fortunately I got past my initial impressions because this feels like it could be a good map. :-) Visually only some minor problems (if you like gothic) -- texture misalignments on the floor, and the lack of curves in places that really call for them. Structurally, it's got good proportions, multiple paths in the right spots, and looks like some good potential for fighting on different vertical levels. I'd enjoy giving this one a try on any server that would care to run it.
BTW -- is it just me, or has framerate with bots really taken a nosedive with Q3 1.17? Before updating to 1.17 I could play bot 5v5 no problem, now though my framerate drops down to 10 when I try that. (Not just on this map, on all maps.)
It kind of felt like the whole lower floor base area was just an area to charge up before you got out and into the action. Not that it was necessarily bad...just very weird in that way (if you ask me).
The RL was well placed as was the megahealth. The powerup was central..nothing new but it works. Also the GL? Pointless in a map like this its practically useless.
I liked the see-through flag room walls. It's been done and it will probably get old soon but hey use it while it's "cool". At first glance, the jump pads look pointless but in game, they are actually a very strategic element: Another way for flag carriers to escape with your flag, another way to run into the enemies base, another way to (fill in the blank). But bots didn't use them that I saw =(
Last but not least, I liked the public execution area. Good thing to name the map after ;). The "humiliation" ringing through the air just added something to it all. Simple middle area, power-yourself-up-so-you-won't-die-outside bases, but amazingly enough it worked and bots were fine.
Like I said, 8 out of 10 and keep em coming!
Happy Fraggin! Octovus
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