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Architectural Design Jones Crusher presents a fairly-tight little romp in a 4-tier playland. Strong in design with brick-work & concrete bound with metal-panels, it exudes solid playability & rich aesthetics. The layout is exemplary & provides realistic construction. The walls are intricately detailed alternating with columnar-structures & inset- panels. Stairs provide most ascension save for two plats. One plat takes you to the CG while the other lifts you up a distance from the RL. Atmosphere & Lighting There exists no real ambience to speak of, no sound or movement within. Rather, its focus is on very intense play. Addition of wind-noise would have done wonders in the atrium. The lighting is a bit bland with browns seemingly everywhere. Sourced white & yellow lights are placed well throughout illuminating the board at just the right spots. A standard Q2-skybox provides even more orange-glow. This setting may have been ideal in a nighttime situation to offset some of the mono-color textures. Style & Textures Due in part to Biff's custom texture-set, theme runs a little too consistent for many tastes. The textures are excellent but some darker choices would have highlighted the level better in a few areas. I found only a handful of misalignments in the bricks but these don't really show when you're running by at 50mph in heavy-battle. The walls near the Mega seem a bit bland. Its ceilings are very well done in a criss-cross fashion while adding strength & variety across. Venting prevails in most corners & the floors are outlined in well-chosen trim. Only a solitary texture seems odd, that being the floor-tile in front of the tele near the CG. It simply is wider than the tile in front of the other one. Weapons, Ammo, & Items During the beta-testing phase, entity-placements were vastly improved. The weapons are spread evenly & provides the blaster-totin' player to nab a decent arm within seconds of spawing-in. There exists an RG, RL, HB, CG, & SSG for your killing sprees. Personally, I would have tossed a GL into the mix. There are two rooms that cried out for a weapon, any weapon. The RL placement would have been alot better switched with the RG which sits in the main-arena. This would have turned out to be the "hot-spot". Regardless, mayhem occurs in all areas of the level. Weapon-placements are enhanced by indicators beneath. Ammunition is plentiful. It was nice to see a limited amount of cells to feed the HB as it can lag a few players running dialup. Shells make a good showing for all you SSG-freaks. A six-pack of bullets lie around in 2 groups of 3 providing much- needed rounds for the hungry CG. Four rocket-packs & two slugs are all you get in here. Most action comes from the rocks. As an afterthought to beta, I think two of the rockets would fair better if replaced with grenades. Even without a GL, a slight- sprinkling of grenades here & there would have filled out the empty rooms while giving you something else to play with. A Mega-Health can be had high above the main-arena tucked neatly away in its cubby. While playing a hook-mod, the Mega is the item of desire & many a foe opens himself up while going for it. A Jacket-Armor sits down a short flight of stairs from the RL, while the Combat-Armor gives the 2nd real control-point in the level. A set of 3 shards sit below the RG & a set of 4 adjacent give an audible-clue to enemy location. There exists a Quad-powerup somewhere near the plat from the Combat-Armor. I'll leave it for you to find. One tactic I just piss myself is camping in the Quad with the Chaingun. When your adversary opens the door, I'll grab the Quad on my way out & just rip him a new asshole. Surprise!! My god that's the limit. =) Balance & Gameplay Game-flow is hampered near the CG. Everywhere else you simply run straight- ahead. Around the CG however, you must back-pedal otherwise 180 as it feels like a dead-end. Even though it sits next to a teleporter, navigation still is awkward in this area. The good news is that Jones fucking ROCKS in deathmatch with anything greater than a 2-player count. This level is great for 1v1 & really shines through in 3 or 4 FFA. There is enough ammo for the recommended load, but beyond it simply becomes a frag-fest testing your skills of survivability. Connectivity is definately the strongest-point this map has going for it. Always twisting & turning, you can effectively hunt down your enemies. You can't really render yourself unavailable when necessary though. The layout supports the chase-method of dialing in your victims. When you whittle them down to the point of giving chase, up & down the stairs you'll go firing. All the while taking them downtown. Rounding out the run are 2, two-way Q1-style teleporters. The one next to the CG throws a cog into your smooth navigation. Upon entering, you may have to grab the Chain 1st then strafe a bit into the tele. On exit of said tele, you must be prepared to strafe-right to grab the Chain then spin a 180 to continue. It feels very unnatural to upset your flow to this extent & a better space for the port would be directly in front of the CG with the plat to your left. Technical & Presentation R_speeds average around 300-400 & tops-out in the 700-range in one unlikely spot. Clip-brushes are fully-utilized & absolutely no snags can be found anywhere. There is a balcony of sorts as you head down the stairs toward the HB. I wish one could run between the columns & camp out there but its not meant to be. I found a small HOM-effect near the RL but it could not be reproduced by the author. I experienced no other anomolies to speak of. The accompanying documentation is sparse & the relevant compile-info is not present for you techno-philes. The most basic information is available & adequate credits are given. Conclusion Jones Crusher has fast become one of my favorite targets of all time. The furious- fighting within justifies it as being one of the best maps for Q2 in quite some time. It can definately hold its own against better known levels like AeroQ2. I highly recommend trying this killing-ground on my server & you'll agree its deathmatch at its finest... A- |