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Jump City
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SeriousGrandpa
says: |
3 words: DL and JUMP!
-SeriousGrandpa-
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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-
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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-
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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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