General Geometry |
General Geometry Notes: |
8 |
Bases aren't very complex but the midworld certainly is. |
Geometry Detail |
Geometry Detail Notes: |
9 |
Good Detail work all around. |
|
Textures |
Texture Notes: |
10 |
Good choices for textures, lots of repetition in the ways section but that is neccessary. |
|
Lighting |
Lighting Notes: |
9 |
Some of the choices for adding coronas in the torches was odd, nice work with the light beams by the ways exit. Just the right lighting in the ways midworld as well. |
|
Sound / Music |
Sound and Music Notes: |
6 |
There is one giant ambient sound from the portal areas of each base into the midworld which is rather bland. Really no sounds found in the bases themselves. The ways however was very nicely done, with the breaking rock sounds, and the occasionaly spooky moan. |
|
Angreal Assessment |
Angreal Notes: |
3 |
In base they spawn far too frequently, and the power of the weapons which spawn is too high. |
|
Playability - Scripting |
Play Scripting Notes: |
7 |
Some pathing problems in the midworld with loops etc. |
Playability - Theme |
Play Theme Notes: |
10 |
Great theme, using the ways in an mp level was a terrific idea. |
Playability - Style |
Play Style Notes: |
6 |
The 2 ways to get to the bases is very good and leads to some interesting ways to play the map. The stedding although kind of cool really shouldn't exist in a citadel map. People can carry seals into the area and become invincible. Although the ways are cool they also tend to seperate everyone out so there are no real midworld meetings. |
Playability - Fun |
Fun Play Notes: |
3 |
The ways although cool can become frustrating for players and they won't spend the time getting to know the map. The bases are too small as well for any interesting edits per se so the map gets old pretty fast. |