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Marsh Wastes
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Caid's
review: |
CRS: Marsh Wastes
Yowza. Another great map by Trisk. You may remember him
as the artist who constructed ‘Canyon Run’, the map that obliterated
the bar for single player serious mapping. He’s back and with
a Vengeance. if you thought canyon run was innovative, you
were right! And this map keeps up the tradition. most of us
(okay, maybe just me) thought that canyon run would be the
lost standing standard for coop SS mapping, whelp, the same
author has come along and delivered once again, forever altering
the way we look at sammage coop maps.
Eyecandy: If there’s one thing this map hast, it’s
2 things. And those 2 things are atmosphere and eyecandy,
and loads of them both. The map starts you off in the middle
(or the start?) of a swamp. A very dark swamp. Looking
around, you can see the artists obvious attention to detail.
The fog is just right, the lack of light on the terrain is
a marvelous addition to the level. The use of trees (and attractive
trees at that) is very nicely done. The outdoor areas of this
map reminded me a lot of Neille Manke’s classic horror epic:
They Hunger. The visuals speak for themselves. I recommend
you dl this map and see it on your own.
Gameplay: The gameplay of this map is very strong.
I don’t want to spoil any of the fun for you, but needless
to say, Trisk has maintained his ironic sense of enemy placement
and superb use of level gimmicks. Fighting random on that
‘walk of faith’ [author’s note: this part of the map is destined
to be a classic sammage event] is quite possibly the most
buttery smooth gameplay event I’ve ever enjoyed. (well, maybe
next to the rock climb in half-life.) However, I would like
to see more enemies and some more level – it was a tad short.
Recommended Player Number: 1-3. 4 is pushing it, but
possible. Nothing beats the “where’s my team” feeling on this
map Final Analysis: A great map that falters only in length.
But alas, all good things, eh?
OVRERALL SCORE: 9.8/10
-Caid-
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James
'mr man' Hutton's review: |
i wanted to like this map. i really, really
did. i liked canyon run, i think trisk is going to be one
of the greatest single player mappers in the SS community.
so i was looking forward to playing this. but, well...for
one, its way too short, as part of a single player episode,
this would be fine, but as a standalone map, it just ends
all too soon. the atmosphere created by the level is pretty
cool, but still pretty simplistic, and i never really got
into it much. combat was very disjointed, and just didnt seem
to 'flow' somehow. the map was fun enough to keep me playing
through, but at the end of it, i still felt there was enough
lacking to warrant not going back to that map. there were
still a few places where things looked nice, and i still think
this mapper is going to be awesome, but i'm just gonna have
to give this one a miss. believe me, im not trying to be sensationalist
or anything by dissing this map, if i liked it, i wouldve
said so. heck, if youre reading this, you might as well download
this map anyway because everyone else loves it, so you probably
will too.
OVERALL SCORE: 5/10
i'll just brace for the flame mail now...
-mr
man-
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Andrew
'fifthhorseman' Pokrovski's review |
Well, Trisk, you done went and did it. You made a really
good map. Sure enough, there's very little 'Egyptian' in this
map, except for maybe that toppled-over statue - a nice touch,
I thought. Sure, there aren't too many monsters to frag, and
a relatively small weapon selection. But there's _atmosphere_
in this map. No, I'm not talking about that feeling in your
chest, I'm talking about the map itself. This map showcases
the fog very well, and proves that Serious Sam isn't an "Egyptian
Only" engine, and can do very well in a dank, dark environment.
The architecture in this map ranges from your average swamp
to Trisk's familiar 'gigantic ruined temple' construct. Making
a short return is the slide, and an awe-inspiring new trick
which I won't spoil for you. Let's just say that when you
see it, your jaw will drop and drool will start slowly dribbling
down your chin. Well, maybe it's not THAT awesome, but it
is really cool. And yes, you do get to fight a few badguys
at the location. I have a few minor complaints with the architecture
- First, there are places in the swamp where if you duck down
beneath the water, you can't 'swim up' above the surface.
While it didn't prove too detrimental to my staying alive,
since I could just strafe to the nearest incline and above
the surface, it could prove to be annoying if you for some
reason decided to go for a really long swim. Second, I noticed
that the fish would willingly follow me out of the water and
over fairly large hills. I'm not sure whether this is a problem
with the map or the game engine though. Other than that though,
the swamps look... well... like really dark swamps. A little
blocky, and the texture seems to be just black, but give the
man some credit. He doesn't have the Quake III engine and
it's 'curves' to work with (For those of you who don't know
what I'm talking about, in Heavy Metal: FAKK2, there was a
series of levels staged in a swamp. Now I don't know about
you, but I thought those levels looked quite like actual swamps
- complete with trees, lilies, man-eating plants and evil
aliens out for your soul.) So anyway, good job with the swamps,
consider using some textures on the ground next time. The
other areas are meant to be blocky and are quite well-textured
with quite a few interesting details (some of which will piss
you off - "all I wanted was my freakin' tommygun..." :)
The monster placement... well, I beat them off, but not without
considerable strain. I'd like to point out that I only save/loaded
once or twice (on Hard), so this isn't an "arcade action"
type of map - more like a "freak you out" type of map. The
variety of monsters lives a little to be desired, but you
can't really expect to fit a major biomech or a reptiloid
highlander into these little swamps. And you just HAD to put
in a crowd of gnaars, didn't you? Didn't you?
OVERALL SCORE: 9/10. Great
map, a little short, needs more monsters, 'little debugging,
and add some dark moss texture to the swamp floor.
-fifthhorseman-
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