I would love to meet the person who made this. I could then shake his/her had and say "hello Mr.Sadist!" Made up of a big lava pit, with team bases cut high into the rock walls, and suspended walkways connecting both and serving as the main playing area, this map is a ballrunner's nightmare, and a defender's sloppy dream. Think Tokara Forest over hot, soupy, instant death. Attackers must transverse a narrow bridge, go through a teleporter, grab the ball, ride up an elevator...then they can make a run on the enemy base. This is no easy task, as there are only two very narrow passages to each base. A determined defender armed with a R/L and sniper rifle (both of which are easily had at each base) can hold off an army. Good team tactics are a must on this one.
I like the setup of the ball spawn area, and the use of the teleporters and elevators to get the ball is very original. Weapon placement is fine, but I question the R/L so close at hand in each base. Power-up's are sparse, but that's not a problem because death will most likely result from quick, downward acceleration followed by a nasty sudden stop in the lava. The only faults I found in this map were visually. Colors tend to clash a bit, and the lighting is a bit bright for an underground cavern. Textures are a bit bland, and seem mismatched. Lava falls are static instead of flowing, and the pool could use some bubbles and steam rising. Most of this, however, can be attributed to the author going for playable frame rates, which this map has (60-80 Avg.). The whole level looks more like UT than UT2K3, but it plays great. Function supercedes form, playability over eyecandy. A damn fine job, and worth the download.
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