Red, Yellow, Green, Blue
Red, Yellow, Green, Blue by Tim Smulders
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Red, Yellow, Green, Blue aka SMO1V1 is a smaller map by Tim Smulders that appears to be a Temple of Retribution (Q3DM7) remake, or is at least highly inspired by the original release, due to some of the areas and texturing looking similar.

The reason why it is called Red, Yellow, Green, Blue is as follows. There are four areas with identical layout which are painted differently - red, yellow, green and blue. This is accomplished by means of corresponding coloring of the fire in one of the upper corners and the fog on the ground in each room. Not only that, but the four arenas also feature a valuable power-up of the same paint - Quad Damage in the blue zone, Regeneration in the red one, Haste in the yellow and, as there is no green power-up, Invisibility in the green one. In each room there is also a Quake 1 styled teleporter which can be used to pick one of those priceless items up, however one should consider the randomness of the teleport's direction. The four can bring you to a platform with one of the power-ups, but there is a high chance that it will deliver you to the central room, since there are more spawn points in there. Although, if you are lucky, you can be spawned into the MegaHealth in the air and high above the ground, or to the Red Armour on the floor which is located right under the MH.

More interconnection is allowed by the fact that every two colored areas are connected to each other by hallways, and every hallway or corridor gives both-sided access between the arenas and the central room with the MegaHealth and Red Armour. In the central room all the walls next to corridors are colored in the shades of the habitual blue, green, yellow and red, so that it indicates which two painted areas each passage leads to. The new elements of Gothic architecture seem very impressive as well.

As for further item placement, every colored area has a Yellow Armour and a 50x Health ball, and one weapon with two ammo boxes for it: PlasmaGun in the blue zone, Lightning Gun in the red one, Shotgun in the yellow and RailGun in the green one. The idea of four arenas presenting one weapon each and having its own style and a teleporter out reminds me of Q3Arenaz by HeXum, albeit here the rooms are more interconnected. The fact that half of the weapons are intended for close combat, and half for distant gaming keeps matches more balanced. In addition, some expansive ammunition can be found in the central room.

The author mentions Free For All and Tournament as suggested game types; after some play testing, I formed an opinion that despite not being big, this level does give a feeling of finding yourself in one due to its thorough connectivity, and thus, while it can be fun to load the map for a duel against a real player, it is not as suitable for practice with one bot (even despite the name 'SMO1V1'). On the other hand, Red, Yellow, Green, Blue is able to bring for you quite a good and fun DM match, given in FFA there are less ways to "miss" your opponent and go out separate ways. However, although the author recommends "no more than 8 and no less than 4 bots in Free For All" and there are 7 pre-selected bots (Major, Sarge, Uriel, Mynx, Bitterman, Hunter and Visor), to my experience, with 6 to 8 Hardcore bots the game becomes somewhat overly tensive because the map heavily relies on power-ups and randomness, as well as because of the fact that each individual section of the map has three ways to get in and three ways to get out. The latter reason is also behind the fact that with 5 or less bots with skill 4 I noticed the lack of intensity in gameplay.

Overall the level is good to be pulled out on occasion for some fun Deathmatch rounds!

Reviewed by Geniraul

Ranked: 3.9 out of 5 (4 votes)

Download: Red, Yellow, Green, Blue by Tim Smulders

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