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Map review: ccdm1-tekktonic
on Tuesday, September 01, 2009 :: by soh-lokirulez @ 6:01 PM
1351 Views :: 0 Comments :: Map Reviews
This is a map review by SolidFake. Learn about the rating system and rules for map reviews before you read!

ccdm1-tekktonic



Details


author: amraam
website: http://www.warsow-arena.de/forum/database/maps/5190-ccdm1-tekktonic/
name: ccdm1-tekktonic
filesize: 2,98 Mb
wsw version: 0.5
gametypes: dm
players: -
size: mid
includes items: yes
includes custom textures: yes
includes custom sounds: no
includes custom models: no

Screenshots













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Mirror 1: ccdm1-tekktonic

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Description


Hay there again, I'm back with a new review of the map ccdm1-tekktonic by Amraam. Probably some of you know amraam as an active racer and a race maps creator. He said that he wanted to create something else than a race map and so he made a small funny deathmatch map within 6 hours. Sry for the review beeing a bit late, but I wasn't home about 5 days.

The map is a medium sized dm map which should be big enough for about 8 players (no mention from the author for how many it was intended). The map is divided into 4 stages, the lowest consists out of two pits filled with water. The base stage is simply the floor but with some ramps to the next floor, which consists out of a platform which goes round the map at the edges and with a bridge platform running transversal through the map. The highest floor consists out of two platforms at the edges and many small beams which makes it pretty dangerous there. You reach another floor through some jumppads or stairs. The map is aimed for a lots of vertical action. It has a pretty good flow, it's fun just jumping around in it. Just the jumppads from the middle to the highest stage are very annoying, as they are in your way when just want to jump over them and they are crap to use as the hole above them is too small. Also the stairs starting at the wall and not at the end of the platform which makes them harder to use or to cross by. The whole map is pretty open which let's you have your freedom for jumping around. The windows aren't clipped good, so you can stand at them, also the pits with the water are missing some kind of stairs, but they are a nice idea even if one of them doesn't make any sense. At the side of the map is also a big block, which makes the map a bit more closed, and works surprisingly not that bad.

The items are placed well, especially the megahealth is perfect in one of the pits, although I would have changed quad and ra. All weapons are included and are also placed well and the ammo is far enough away from them. There is also a green and a yellow armor, which are also placed well, but I would have placed a ga at the bottom too. You will find many healths at the different stages and in a good amount, which is also needed for a dm map imo. The green armor shards are placed horrible, you should be able to collect shards in a row, not each one by one, this costs much too much time. The performance is nearly perfect, got no fps drops and most of the time I had sth. bout 3k tris, in the worst case 5k, but that's no wonder cause there aren't as much details ;)
Should be pretty playable in deathmatch, a bit too open, but that's not that tragic for deathmatch.

Let's continue with the design. The brushwork is pretty simple but convinces with abstract and innovative geometry, like strange pillers and nice galerie (is this english?). There aren't much curves, most things are brushed which looks sometimes good like in the case of the pillars and the bridges but the big windows aren't looking that good, some smooth bevels there would have looked better. Also in the whole map I'm missing a lot of details, some lights here and there, but everything's a bit too plane and empty. There are quite a few of bugs like non touching brushes and some leaks. The textures which look like coming out of quake fit the map pretty well and are placed good in the most parts. A good amount of them were used and they complete each other in a smart way. The skybox is very nice and creates a great ambience, just missing some sort of glass.
The water could be a bit brighter, to contrast with the rest of the map. The lighting is pretty simple, but all is better than fullbright. Each light contains a source, the lights in the floor are quite nice. Mainly white light, only the skybox emmits a bit softer ones. These parts create a style totally different from Warsow style, but still pretty satisfying, just missing more details!

Results


Nice to see that a racer tries to make maps for other gametypes too, I really appreaciate that. His first dm map is nothing worldshaking, but it plays pretty solid and should make a lot fun in deathmatch. Not to forget that this is a 6 hour work, I hope that amraam will create more maps like this and if he spends more time on his next one, I believe that the result will be much better. The potential is definately present. So give this map a try, hope to see you on dm servers soon ;)

Score

performance9/10
item placement16/20
geometry14/20
gameplay39/50
lighting6/10
textures16/20
brushwork9/20
design31/50
 
total score70/100
bots2/5

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