General Geometry |
General Geometry Notes: |
9 |
Geometry has good flow too it, nothing far too complicated, but still of a level few reach. |
Geometry Detail |
Geometry Detail Notes: |
10 |
Again this is the area where the superb map makers differ from the general map makers. Since the level is essentially done by Legend this map is perfect when it comes to detail. |
|
Textures |
Texture Notes: |
10 |
The texturing was very well done, the choices were good, and alignment very well done throughout. Perhaps a different choice for the marsh in the Aes courtyard could have been chosen but overall a very good job. |
|
Lighting |
Lighting Notes: |
10 |
Again here the lighting was done pefectly throughout the map. The sources are present, no areas are too dark as to hinder gameplay, no areas too bright as to be unreal. The lighting also adds nicely to the mood of each area. |
|
Sound / Music |
Sound and Music Notes: |
9 |
The ambient sounds, and point source sounds were extremely well done in the midworld and forsaken bases. The Aes base could use a bit more of each. Overall the sound adds to the ambience without interfering with the map. |
|
Angreal Assessment |
Angreal Notes: |
4 |
Here is the biggest flaw in the map. With better choices in this regard the map could really shine. As it is the timing/choice of ta leads to a seeker battle in the midworld. In general the play lacks any balance of weapons which is essential for good gameplay. |
|
Playability - Scripting |
Play Scripting Notes: |
8 |
The pathnoding is flawless, the portals work perfectly, the triggers and movers all work. The only problems which can be found is the large area in the Aes courtyard which you can walk through the walls, and some work done to make trap placement near the Aes secret room would help the map. |
Playability - Theme |
Play Theme Notes: |
9 |
The theme is very well chosen here. Especially the wintery midworld complete with falling snow and melting icicles. This midworld alone makes people want to stay on the map and forget about its deficiencies. The choice for the marsh outside the Aes Sedai citadel was strange, the night fall of the forsaken base with fire and torches blazing inside was well done. |
Playability - Style |
Play Style Notes: |
4 |
The choice of ta coupled with other problems don't lead to a very smooth style of play on this map. Although the midworld has some intersting geometry to lead to some interesting enocounters it is not enough to overcome the seeking weapon heavy map. Essentially the battles consist of firing off all of ones seeking weapons because they tend to kill a huge number of oppponents due to the lack of proper balance in ta. The choice of adding a moving door onto forsaken base to help forsaken in the end hurts them as much as it does their opponents. There are a good number of traps for use in each base, and the addition of editing in the Aes Sedai secret room was a needed addition. The placement of the secret room triggers again hurts gameplay unnecessarily. |
Playability - Fun |
Fun Play Notes: |
4 |
This map turns out to be a long gutter war, although when people start suiciding for shifts it tends to open the map up some since the edits are not horribly difficult. In general the matches end up long and bloody. In general people are turned off in this respect and that is what really counts whether or not people want to play it. |