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  Imminent Demise (312k)  Chris "Kanaeda" Voss | web | 3-6 FFA 

Architectural Design

  This map presents itself with 4 multi-tiered rooms connected by various halls.
Being one of the premier deathmatch levels of late, this playground grants fun for
everyone. The construction is stout & borrows its strength from thick-metallic
walls. The layout is superb & its spread makes for some fast action. Aesthetically,
Imminent Demise ranks at the pinnacle of great levels.


Atmosphere & Lighting

  Ambience is extremely detailed & every point in the map exhibits this
characteristic well. There are many different sounds throughout the board &
they blend together rather nicely with each other as you navigate around.
This subtle transition of one ambient sound into the next creates the feeling
that brings you to your knees with fantastic immersive quality.

  The lighting is also very well done. Bathed in blue, the hallways make for a
great stare. All lighting is sourced with most being inset white spots. The blue-
lighting is indirect which does not at all cast any harsh shadows. Also, some
rather good-looking vertical fluorescents can be found in a few corners.


Style & Textures

  Kanaeda sticks to his guns regarding theme with the utmost precision. Not a
single single panel or column is out of place. Texturing to his theme is simply
phenomenal. I could find absolutely no misaligned textures or brushes anywhere.
I'm sure there may be one, but it must have eluded my critical eye.

  Most textures seem to come from the Base & Waste sets. I'm not particularly
keen on the sets yet, so please correct me if I am mistaken. In any case, a great
combination nonetheless as they blend & merge perfectly together.


Weapons, Ammo, & Items

  On weapon placement, Kanaeda also did a damned-fine job. You can grab a
weapon within mere seconds of spawning as most sit out in the open. Ammo is
sporadically placed in fair amount. It seems as though rockets & cells are sparse
but this forces you to conserve what you have & make every shot count, or utilize
the entire weapon-set. You'll find all your favorites including two RLs, RG,
CG, GL, HB, SSG. Missing are the BFG, MG, & SG. This is a very good set indeed.

  Health is had in copious quantities to insure a long life-expectancy. Stimpaks
abound in three sets & you'll even find that Mega-Health you need cozily tucked-
away above a set of stairs ala Painkiller-style. Two sets of shards exist along
with two coats of Combat Armor, one up by the CG & one down below near the
Mega. Last but not least is an Adrenaline up the stairs above that last Combat
Armor. Its tucked into a tight little nook in the bend about halfway up.

In the final category, we find a bandolier & a backpack, but no powerups.
What a welcome change for once not having to worry about powerups.
It takes raw-skill in this map baby!


Balance & Gameplay

  Gameplay focuses on many different levels simultaneously. The map is open
& has good connectivity. One can certainly elude the enemy providing you know
the level well which takes all of one game to accomplish. Many great firefights
end without raising a ghost due to the intricately-weaved areas. There are a few
hallways that you can chase down your foe say, with a CG while continuing to
riddle him away though.

  There is more than enough ammo for the recommended player-load. Never
once have I engaged in a dreaded blaster-fest. Imminent Demise could very
well support up to 10 players in FFA with weapon-stay, or teams of 4 without.

  Further enhancing the connectivity is a set of two-way teleporters.
Warping with a lovely water-texture & plenty wide, these cap the runabout
in yet another fine fashion. There is also a small plat adjacent to the lower
RL that can whisk you away from impending-doom This opens up what
otherwise would have been a nasty little dead-end.


Technical & Presentation

  R_speeds top 670 but usually average 400 in the large multi-tiered rooms &
the 200-300 range elsewhere. Clip-brushes are used extensively but I did find a
few areas that could have shown great benefit of more. Typically though, these
are off the beaten-path.

  Kanaeda's documentation suffered a little. The formatting was off a bit & he
unfortunately omitted the compilation info. He did however give all proper
credit as it was due. But being a member of the great mapping-clan FreshTeam,
we'll overlook it for now.


Conclusion

  I certainly wish that I had found fault with something in this level. But alas,
I am at a loss. Wait, there's one! Com_sprintf: overflow in the console at load.
His map-title was too long. Such triviality, who cares? Kanaeda has pulled a
classic out of his ass with this, his newest release & top-honors go toward his
skill in wielding his editor like a world-reknowned pianist. Chris, thank you for
such a great level, you're hired!. Well done bud... A+
Rank