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Disclaimer I not only authored this level but humbly offer my own review of it as well. I realize the many qualifications of creating an excellent product & sincerely hold confidence that I can accurately judge & present a fair & unbiased review. I strive to critique my own effort, while retaining cognizance of the necessary accountability to the stringent-standards of the overall mapping-community. Architectural Design The construction attributes of this level is of some variety. We have a single outdoor atrium with a lookout-tower integrated high on one side. From this atrium, access to other areas spider outward. There is a wonderful room full of ramps & walkways & although it seems a bit tight, some of my best work can be seen in there. Aesthetically, NoHope appears as a refreshing change from the convoluted-layout in today's most popular maps. I certainly favored room to move around whilst fighting with his open-air design. However, the most impractical spaces within certainly must be the long hallways one must navigate around the perimeter. It is also worth mentioning that even though the atrium is not rectangular, most of the other rooms or halls still are to some extent. The detail-level is moderate but additional architecture would have enhanced the look & feel immensly. Atmosphere & Lighting I has went to some length to include ambience into his level. Most of the sounds are appropriate & relevant but a few of the flybys are definately overused. Every major area indeed sounds unique though & helps to create proper immersion. In the lower levels, the sounds are very subtle & blend rather nicely in these remote-areas. The virtual-aspect was hindered the most by the lack of a strong, consistent theme throughout. There is a rotating-tunnel off the atrium which can induce feelings of vertigo. Some people interpret it as a gimmick while others relish in its hypnotic qualities. A custom-skybox was used from Primordial Soup & it is very, very sweet. Too bad that its inclusion blows the level up to almost 2mb. Another thing that I did was to rename the original skybox filenames to his own. Bad move soldier, even though proper-credit was given in the readme. Lighting was adequate & there didn't seem to be any spots that were too dark. The red colored-lighting is quite intense in two of the rooms though. A mild-tinting of red would have looked much better indeed. The lights used inside the rotating- tunnel were a bit out of alignment. That's what I get for using a prefab & not fixing it up correctly. There also is a fluorescent-flicker just down the main hallway from the atrium. I don't think this is necessarily detrimental for gameplay, but am not sure so I err with the side of doubt. It does however increases realism to some extent. Style & Textures Different texture-sets appear across the entire level. This seems rather unconventional, yet is a welcome change of pace from levels with nothing but drab, brown concrete set in waste. Fortunately, the gray masonry-brick prevails as the main construction material used to build the station. Metal-supports help hold up the heavy, gray walls. In the lower-hallway, one finds the standard base-textures. Realistically though, you'll see that the lava within the level is contained by concrete which in reality should fair better than any other material. It so happens that the lava-room is vented through the ceiling & this adds another subtle yet realistic feature. Additionally, in the coolant-room for the rotating-tunnel, the texture of choice is thick, rusted, metallic-panels. This room is also vented which is a nice touch. The most obvious thing that stands out though is my painstaking detail, which there isn't necessarily alot but there only exists a few tiles on the flight-deck that were off by only a single-unit. Some city-textures can be quite challenging to line-up perfectly so a good job there. Weapons, Ammo, & Items Almost a full-complement of weapons are available within NoHope. The only one that thankfully does not make a showing is the dreaded BFG. Weapon-placement throughout the level is very good. There is a weapon & various ammunition scattered about & near every spawn-point. Armor seems a bit high but most is obtained only by rocket-jumping. The heavy armor is counter-balanced by the fact that two railguns are available. This is a reasonable compromise & helps to increase the player-load that the level can support. One thing that I like is all the items seem haphazardly thrown about or left behind. They sit at slightly different angles in relation to each other almost like they are in disarray. The Mega-Health placement not very easy to reach during the heat of battle in the atrium where most battles take place. It is fairly-high up on a secondary ledge & requires at least two successive rocket-jumps to net. A hook-mod really enhances gameplay but certainly is not necessary. The Quad-damage is much easier to obtain & lies in the coolant water under the foot-bridge once you've gone through the rotating-tunnel. A biosuit is provided to ease the pain but sometimes when I'm near 100 health, I find myself quickly taking the dip even when the suit has not yet spawned again. In straight-DM, it is advisable to RJ up to the Body Armor before grabbing the Quad for obvious reasons. A single power-shield exists with cells to each side up in the "IOI" room & too often the key to controlling the game rests with the shield. Balance & Gameplay Gameplay can be slow as it takes close to 8+ players to really shine, but we've had some hard-fighting with only 5. The most influential aspect of the level seems to emanate from its expansiveness. The layout is so large in breadth, that it may take a while to hunt each other down with under the recommended-load. Connectivity is decent considering all the space in which to combat. There are no dead-ends & all areas sport two or more entrances or egresses. An interesting water-pipe runs from the lava-room to directly under the atrium which is a decent route as there exists some Combat Armor halfway down the pipe. Luckily there are three plats to speed access to key areas. Their operational-speed is a bit faster than normal which helps too. The teleporter located up in the ammo- room behind the integrated guard-tower is a one-way ticket to the flight-deck directly across the level. The other teleporters are placed down in the little room in the bowels of the level & in the ramp-room respectively. These two work in tandem with each other providing two-way travel. Interestingly enough, when you enter or emerge from the first of the two with a weapon in your hand, a small earthquake is caused. This effect is short in duration & rather mild but does tend to throw-off other's aim, especially when they're toting the railgun. The gravity is set at 600 which is under the default of 800. The product of this is that grabbing the railgun in the lava-room takes a bit of backpedaling in mid-air to avoid the fiery-soup. One can even jump on the few crates in the level when necessary. The premise is you are on some deserted asteroid, hence the lower-gravity. Ironically though, the asteroid on which the outpost was constructed has just enough gravity to capture & hold a breathable-atmosphere. Technical & Presentation R_speeds average around 750+ in the atrium & 500 in the other areas of the map. This is too high for comfort to most people. Unfortunately, the level was released without the proper implementation of hint-brushes. Clip-brushes are strategically placed however & there are absolutely no places which you can hangup on. There are no console-errors upon loading. On the other hand, there exists a nasty HOM-effect in the short-hall leading to the Quad-room as viewed from the room containing the hyperblaster. The documentation provided is top-notch work. All relevant information is included & contains no typographical errors. Conclusion NoHope is a level best run during lan-parties due to the higher r_speeds. It was in development sporadically for almost a year but even though the layout is a little too open, I obviously took his time in precisely wielding the editor. His potential stands above your average 1st-level release by the majority of other authors. I hope that you'll look forward to my next level: Millenium. Perhaps it shall make a more valiant of a showing... B- |