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Jump City
SeriousGrandpa says:

3 words: DL and JUMP!

-SeriousGrandpa-

 

 

Andrew 'fifthhorseman' Pokrovski's review

This map is set in an egyptian city - quite reminiscent of the Metropolis and Suburbs single player levels, except with taller buildings constructed of different materials. The city itself is surrounded by temples and tall egyptian buildings, which will be the last thing you pay attention to, since you'll be getting fired upon from the ground AND the rooftops. In fact, the only time you'll get to take a look at the scenery is on one jump pad which carries you clear across the level. Now, the most important thing about this map is the jump pads, which get you up to the second or third level of the city's rooftops. There aren't quite as many jumps as the map name implies, but there are enough to get you to the rooftops and the higher concentration of weapons and powerups. And you do want to get to the rooftops - because down on the ground, there are very few weapons and powerups - I counted a shotgun or two and some health vials.

The map design is quite solid - you won't see your bullets making holes in the sky, or your grenades bouncing off of thin air as in some other maps. The goal of anyone playing on this map will be to get to the rooftops and stay there - preferably on that building with the rocket launcher. The weapons placement is quite stringy - you won't see weapons clumped together in large groups - and you're likely to see quite a bit of shofield and knife fighting on your way to the nearest double-barrel shotgun or jump pad. It's easy to get from one rooftop to another via the planks that connect them - unlike some other maps where you have to jump or even rocket jump to get from rooftop to rooftop - so it's much less likely that a bit of lag will send you plummeting down to the ground level. One minor quibble - there don't seem to be any gates or roads leading out of this city...

OVERALL SCORE: 9/10. This map looks like it should have been shipped with the Sam box when it came out. It's really good, especially with 4+ players.

-fifthhorseman-

 

 

 

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

The Good- Wow, this map is so full of details, with every tree and entity well in place. It's very similar to the suburbs in its structure, with the many houses lying all over the place. There are some very promising pieces of hardware on top of the houses, including a blue armor and Rocket Launcher, and finding the right bumper for the first time is challanging, but after some practice the map becomes much easier. You can easily survive for a long time using the many health bonuses scattered around the place, and after finding a weapon you'll easily reload it with the tons of ammunition. Skilled players can get a high score in Scorematch here. All in all, this map is similar for some of the more popular large Quake3 and Unreal Tournament maps- after some practice and memorizing, it'll become a furious match of hunter-seeker. Just remember that the many health packs make running away from battle viable and essential.

The Ugly(Camping Locations)- I can imagine players doing the bumer-launcher trip on a constant basis. If you're brave enough, you can try camping on the main ramp near the Minigun. The less skilled players will camp near the ammo pack in the middle of the map.

-Iirion Claus-

 

 

Caid's review:
->note<- this is a CRS(Caid's Review Service) review. SG has all rigts to publish this review :)

new features to CRS:

RPnum (recommended player number)

Eye Candy: Quite nice. The artist has a definite flare for texturing. The detail and care taken to texture the buildings was astonishing, this reviewer was damned impressed. The level has a great and complex detail level, while still maintaining excellent frames (this reviewer got a consistent 30 at 1280x1024x32 with all rendering options up). The archways are a great example. They're performance effective, without being too much of a visual artifact

Gameplay: Very smooth gameplay. The weapon placement is great, nothing above a 1bsg can be found without venturing to the roofs. The implementation of sunstroke was also very nice. I liked being removed from an area without feeling constricted. The level's gimmick was done quite well, the jump pads were fun to ride around on, although I'd really like to see a series of jump pads that accelerate the player around the level from a single starting point, but c'est la vie. My only beef with the pads were the angled ground ones, I didn't like having to jump onto them, I'd rather be able to run straight into them, and be thrown clear, that would aid immensely in firefights.

RPnum: This map could work as a one on one map, in a stealthy sense, but for maximum value, I'd shunt at least 32 players into the fray. The chances for great plays like midair rocket hits, etc is pretty big!

Final Word: Good map could lead to some very interesting duels. Mad props to the artist!

OVERALL SCORE: 7.7/10

-Caid-

 

 

 

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