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Temple Nemesis

 

 

Caid's review:

From the righteous dude who brought us "jump city" comes another brilliantly put together map. And this time, it's gimmick free. :) Oh what a gloriously beautiful map! I'm almost in tears! This is the first 3rd party map I've seen that I could definitely call a work of art. It's so very intricate. This could become one of those maps that people learn. I mean really learn, like Teamjungle in AQ2, Q2DM1, Q3DM17, and E1M1 from quake. This will be the kind of map that people can parade through blindfolded with a hoebag on their heads upon request. *Sniff* okay on with the review.

Eyecandy and Performance: Holy jumpin', folks, this one's on the level. (hehe, did you see that? A pun!) Such marvelous detail with such amazing performance, ooo baby, this is the big one. It's finally here. *Melt* oh man, the portals is sexy, the textures are amazing, the architecture is BANG on. This map has it all!

Gameplay: Let's get cracking, shall we? A few references, just to get your mind going. Quake's DM1. Quake 3's Q3DM17, Action Quake 2's Urban2. All of these maps have something in common. Can you guess what? I'll let you know later on if you can't. Let's start with the obvious: (because I will be going IN DEPTH here) the possibilities. It's extremely easy to get lost in this tiny map. (Author's note: pay careful attention to that last sentence, it's almost as cryptic as the map itself) the learning curve can be one of two things. Immense, or tiny, all depending on one thing: the first run you take through the map. Oh MAN this map is great if you're lucky enough to catch the greater bulk of the rooms on your first run through, you should be fine getting along in a match. There are several rooms each with not less than 2 exits. A few rooms have teleporters (which, I must admit, at first site scared the shit out of me :)) the teleporters, more often than not, lead to a different level. The map has (I'm estimating here, oh god don't let me be wrong on this) 3 major levels the majority of the action takes place in an atrium connecting the 3 levels (although it's not fully obvious how it does so) 2 facing walls of the atrium are hollow, allowing (quite devilishly, as you'll note when you play this map) players to pass through the two openings at either end. Okay did you get that at all? To visualize: | | | | During my playtest with the artist, we would both attempt to cut each other off when one of us entered the tunnels, very exhilarating. The second level is essentially where archaic decided to shunt all the pathways (WOW! Another pun!) a few weapons are to be found, as well as some jumpers leading to the third level. The third level (nice segue, Eh?) is for the most part a few isolated platforms, overlooking second or first level areas. There is, however, a 2.5. And what a beautiful 2.5 it is. Above the atrium, is a transparent structure of some sort that allows players to stand on top of it and shoot down, and players below it to shoot up. Yes. Oh yes. You are home. Okay everyone; take a breath. I'm going to pull rank (??) on you now and ORDER you to get this map and put of 50 servers running it non stop day in day out. The weapon placement and choice is simply exceptional. You have a choice between the stylish tommygun, very-green-in-hue laser, the rather long Double Barrel, or the entertaining grenade launcher. What's more, they're all rendered equal by various devices present on the map. The tommygun is valuable for its hitscan abilities, the lasers for their hot goo-making properties, the double barrel because it's so damned sexy, and the GL for it's… well, for it's make-boom.

Recommended Player Number: One on One sneak-outs through to and including A (infinity) player bloodbaths. Yeah, it's that good.

The Final Word: I've never done this before, and probably wont again for some time now, but:

OVERALL SCORE: 10/10 That's perfect, absolute, 100%. Go download it. Now. NOW YOUSLIMY BASTARD!

-Caid-

 

 

 

Ed-al 'Iirion Claus' Amir's review:

The Good- An amazing work from Serious Dave. The map is will designed: the eyecandy is spectecular, each hall is well textured with many small details to enhance the gaming experiance. Furthermore, the weapons selection is well done, fitting the puzzlish feeling that the map creates- you must find the best weapon for each situation, or you're lose. I especially liked the Rocket Launcher, or, to be precise, the lack thereof :) Which encourages more planning and tactics from the players. The map is built so the players won't want and won't be able to rest. There are no camping locations, and all of the power items (and, in fact, the entire map) are well exposed. Staying too long on the same location will easily get you nailed, even on small games of 1v1. NO hiding locations = more tactics and thinking.

The Bad- This map will require studying, much more then the other classic maps for Unreal Tournament and Quake 3. There are a lot of tricks and prizes inside, and in my opinion it's too much.

The Ugly(Camping Location)- None.

The Pool: Unfortunately, I couldn't find any maps. When will mappers understand that poolz are goote fur dair maps?

-Iirion Claus-

 

 

 

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