General Geometry |
General Geometry Notes: |
10 |
There is a lot to see in this level and you might get kilt once or twice just because you are admiring your environment. It’s admirable this editor was able to make a map of this size look good and keep consistency. The terrain is one of the best I have seen and it is noticeable this editor used the unreal edit 2 for some of his geometry. There is just one thing that might have a drawback on game play is the fact that the geometry of the Aes Sedai citadel is a little more cramped then the hound citadel. |
Geometry Detail |
Geometry Detail Notes: |
10 |
The citadels are beautifully detailed and have some nice vaulted ceilings like you see them in the legend single player maps. The amount of detail does not affect your frame rate and that makes playing this map even more enjoyable. |
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Textures |
Texture Notes: |
10 |
Well chosen and fitting. There is not a lot to say about it except well done. However I’m still curious what the textures in the “my level” pack had to add to the level. There are no alignment problems here and everything fits nicely together. |
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Lighting |
Lighting Notes: |
10 |
Great sourcing and contrasts. There is use of different color lights, which really sets the mood. Some nice dark spots to hide in from enemies and still enough bright light to find your way in this level. The use of coronas makes it realistic looking and gives it some flavor. No drawbacks here. |
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Sound / Music |
Sound and Music Notes: |
10 |
The ambient sounds are well implemented and enhance the feeling of “being there”. There is even a music file specified to play although I doubt that many players will let the music play. |
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Angreal Assessment |
Angreal Notes: |
4 |
The constant champion spawn, ww spawn, bf spawn in combination alone is enough to reduce this score considerably. But the amount of ta in the bases is very unbalanced and misplaced. A revamp of the ta on this map would greatly help. |
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Playability - Scripting |
Play Scripting Notes: |
8 |
There does not seem to be any broken paths and the seekers will follow you through the portal stones and not the geometry. The editing of the citadels on both sides went well and did not seem to have any dead spots that prevent you from editing. Zoning is decent and prevents you from editing outside of your citadel. The elevators in the aes sedai and hound base should be fixed to allow for better flow rather than trapping people on one floor or another. |
Playability - Theme |
Play Theme Notes: |
10 |
The theme of this map is fantastic, when first looking at the midworld you'll feel the impression it makes. Very well done. |
Playability - Style |
Play Style Notes: |
6 |
It offers a lot of different play styles just because of the sheer size of this map. That might be a drawback as well since you need a lot of players to populate this map. I The multiple entry’s to the citadels are a nice thought and really keeps both teams on there toes since it makes defending a though job. The midworld only has one path which is often frustrating. The many paths in the bases is nice if the elevators could be ironed out. |
Playability - Fun |
Fun Play Notes: |
5 |
More thought needed to be put into angreal placement/choices this detracts from the map quite a bit. Also more concious thought into the seal edits that might be possible would give this map some staying power. As it is it's fun to play but only rarely and if you can forgive the above flaws. |