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[Get Opera!]

Attack Vector (1-on-1, 3-ffa)
Comments (33) Go to top of page  
This is an impressive first map from CardO. Borrowing one or two Quake 2 textures gives the map an industrial gritty feel. It's heavily grey and brown coloured what with the diamond brown floor tiling and pseudo-indented grey wall panelling. Its not all doom and gloom though there is a dash of greenery, which can be seen in the maps only outdoor section.

I do feel though that there is too much variation in the texturing. There are two short corridor sections decorated out in efdm12 style textures which looks plain odd given how the rest of the map looks. And I seem to remember one of the maps testers mentioning this to CardO wink, wink, nudge, nudge, say no more. There are also a couple of dodgy looking textures, and unfortunately some of the alignment isn't up to scratch when the textures at different floor levels meet up. That said if you look at the patterns on these adjoining textures it would be impossible to match them up without putting in some kind of joining texture.

Anyway, there are 2 main sections to the map, both of which can be seen in the screen shots dotted about the review. The huge tubular construction you see in the indoor area is open for people to dive into and then to be hurtled at a great rate of knots through a barrage of tubing out into the outdoor area of the map from the gapping hole on the right, across to the platform containing the Quad. It's definitely a novel feature, and an extremely nice way of connecting the map up.

Not that connectivity is a problem here. Far from it. Everything seems scaled right, there's plenty of space to jiggle about in and lots of shortcuts to be taken. Rjumping is a big help here and certainly cuts down on travelling time. Along with lots and lots and lots of steps and staircases are teleporters, and the odd wind tunnel.

Lighting is ok. Most of the indoor lighting is bright enough, but outside, it's a different story. There are a couple of dark patches, which make it a little hard to spot other players sometimes.

And speaking of players, the aforementioned openness of the map makes it a riot to play. One of my favourite duelling moments was running backwards around the open wind tunnel in the indoor area whilst blasting rockets back at my opponent. Then dodging back and forth around it, dropping 'nades and waiting for the death shower of gibs to appear.

Again, this is another FFA kinda map. Teamplay would no doubt work, but I didn't try it out.

Paul

Download Here (490Kb)
CardO
Reviewed : 06/12/2000
MPQ Design by James Kable Healey.
CGI code by Paul Healey
CGI and Content Copyright Paul Healey 2001/2000/1999/1998
with the exception of reviews which are copyright of the author.
Design Copyright Kable Kreations 2001/2000