General Geometry |
General Geometry Notes: |
7 |
The geometry in the bases is interesting if repetetive. The midworld well there is no real geometry here. |
Geometry Detail |
Geometry Detail Notes: |
4 |
No real detail except for some minor touches. In general large boxes attatched by stairs. Excetptions being the outer wall areas of the bases which were ok. The bases in general are very plain just endless rooms with stairs. |
|
Textures |
Texture Notes: |
3 |
Endless repetition of textures, though it is hard to see them with the lights. The textures don't help the map or make it more interesting. |
|
Lighting |
Lighting Notes: |
3 |
The map seems to be someone playing with particle sprayers and colored lights rather then putting them in to any effect. |
|
Sound / Music |
Sound and Music Notes: |
4 |
Some attempt at ambient sounds. |
|
Angreal Assessment |
Angreal Notes: |
1 |
Far too many ta pools in a map to be playable. |
|
Playability - Scripting |
Play Scripting Notes: |
1 |
Pathnoding is horrible, the tracers go through solid ground to find seals etc. Player starts scattered randomly throughout with no thought to gameplay. The seals get trapped at the bottom of the drop which is one of the worst things to have been allowed if you're going to make a map where everyone is falling down. |
Playability - Theme |
Play Theme Notes: |
3 |
The theme I suppose is invisible ground in mid. |
Playability - Style |
Play Style Notes: |
1 |
This map is unplayable essentially as a citadel map. |
Playability - Fun |
Fun Play Notes: |
1 |
Nope. |