Daedalus Revisited
1v1 - 4-8 FFA players | Reviewed by DaZ - Wednesday 20 March 2002 @ 05:56
Biff0r! Biff Debris returns with a new masterpiece for all to behold. "Daedalus re-visited" is a stunning piece of work, an ultra detailed and superbly lit idbase textured map that restores my (and many other peoples) faith in the idbase texture set. Gorgeous curved adorn the multi-tiered map and cool spotlights reach up the impressive architecture, it truely is a joy to behold.
Gameplay is fantastic, and I am able to speak 1st hand about this, thanks to RPG's custom map server. All areas of the map are used brilliantly, with a superb 3d element to the gameplay, just the right amount of weapons and armour even out the playing field. And the only true advantage you can get over your opponents is height, it counts for a lot in this map.
Added cool touches are little holes in lifts that you can pop grenades through to spam the people below, and a nice quad secret that took me a while to find (to the amusement of Cardo and Biff...).
One sentence to sum this monster up : GET IT NOW! :)
4.5 out of 5.0
Download 455Kb | readme | Biff Debris | http://debris.condemned.com/
# 2. I liked it ^
by blackpope - Thursday 21 March 2002 @ 05:05
I loved this map, aswell as the q2 vers that it originally was intended to be but shall probably never be released :D
One thing the R_speeds get st00pidly high at points. While this isn't a problem with me, I'm just curious as to how much R_speeds affect reviews and their relative scores these days. Apparently not Much :D
Again... great map Biff...
# 3. Gom Jabbar couldn't be arsed with a title ^
by Gom Jabbar - Thursday 21 March 2002 @ 05:56
Really nice one Biff!
I just hope being able to kick my workmates ass during lunchbreak in Dadaelus Revisited today. Playing versus bots is so unsatisfying...
# 5. Hey!... ^
by Drannerz - Thursday 21 March 2002 @ 09:19
...how come the biff-meister gets to jump the que? It's favouritism like this that makes me BIFF!
This map is totally sweet! Excellent detail and highly intricate layout. I like the lift buttons being on the floor, it seems so logical and works so well, how come I didn't think of it? I found it hard to pick up the MH without excess camping.
I'm puzzled by the secret teleporter. You shoot this pannel, go through a teleporter and end up in this little room. I looked around expecting to find a pent or quad or something...but no, it's just a little room. Is that the quad secret you reffered to DaZ? How come I didn't have a quad? I just had a little room. I mean, okay, little rooms are fun (It had these bits on the floor that move and some stuff on the ceiling and things) but it was just a little room. No Quad! Just a room! A stupid small room with me in it looking like a loner and having no friends! Jesus!
# 6. obviously... ^
by raptorE - Thursday 21 March 2002 @ 11:05
Were you playing alone? Maybe someone got the quad before you did.
# 7. wh00page! ^
by CardO - Thursday 21 March 2002 @ 01:18
once again congrats on an excellent map biff :) i enjoyed every second of testing and playing the map. It's amazing to see how much u developed it from ur q2 version. spoogage. i wub it!! :D
# 8. r_speeds and reviews ^
by Paul - Thursday 21 March 2002 @ 02:30
Unless there is noticable slowdown then I don't usually check r_speeds. Although I did with this map due to the excessive use of curves :D. I assume that people aren't running Quake on P160's with 4Mb Voodoo's anymore. Machines now can handle higher than what we'd call normal r_speeds.
# 9. Pizza Pies ^
by Asaki - Thursday 21 March 2002 @ 03:26
Nice usage of my textures =) I still think it needs a LIT file, though =D
# 10. Ultra-SEXY ^
by ProdigyXL - Thursday 21 March 2002 @ 04:27
Yes yes, this map is indeed ultra-sexy. Good work on every bit, lighting, balance, texturing, the whole nine yards. Great map man, awesome.
# 11. Looks cool ^
by MasterMind - Friday 22 March 2002 @ 12:53
Yeah, what they said =). Are there any servers that play this map or any of the other maps here? I went to the quake.umassd.edu server and there is no one EVER there.
# 13. "The little room" ^
by QMD - Saturday 23 March 2002 @ 03:44
This map is really fun to play. I played with ReaperBots (no sv_gravity 10 this time =) and I really enjoyed the game play. I wonder where we can go to the server you are talking about to play with folks on the Internet. Excessive curves makes it very sexy and as a beginner with WC (still learning ) I hope one day I can make cool spotlight and lights on those walls.
That little room, as Drannerz also said, suprised me but for me it was more the nice touch of making a door ( can't open it ) in that tinny little room. I specially liked have that RL and suddenly ReaperBots came in then Frag party bloody mary started in the little room hehe party time.
Biff, this map rocks man.
QMD.
# 15. that room ^
by DaZ - Saturday 23 March 2002 @ 08:24
has a quad in it. I dunno why it aint there for you guys...
# 16. Bozar couldn't be arsed with a title ^
by Bozar - Sunday 24 March 2002 @ 12:18
after some time quad stops to respawn with omicrons for me ;/
# 18. Thanks U Guys! ^
by biff_debris - Monday 25 March 2002 @ 12:27
Thanks for all the great comments. It's true the thing has uber-high r_speeds, but since Drannerz released drandm7, I had hope that big beautiful maps now had a place in this venue -- and, judging from the responses here and elsewhere, a very nice one, at that. Thanks again =)
# 21. r_speeds ^
by randyom - Wednesday 27 March 2002 @ 08:11
As promised *arghhh* I currently make a prototype for my first DM level I've ever made and I got rspeeds up to 1500. For my 5 years old computer it is no problem to play on this protoype.
Question : is r_speeds really no poblem anymore? I've tried several things but wide open area always increase the r_speeds........
# 22. R_speeds ^
by DaZ - Wednesday 27 March 2002 @ 06:46
...are only a problem on old PC's really. And if you have an old PC, j00 sux0r! :)
# 23. no ^
by xen - Wednesday 27 March 2002 @ 06:53
Always try to optimise them the best you can. Even if they run fine when walking around, the framerate might fall below acceptable level when in a hectic match.
The lower r_speeds you have the better, in all cases; it ain't all about looks y'know!
# 24. Groovy ^
by Rotpig - Thursday 28 March 2002 @ 08:24
Great vertical map, however I do think the lighting lacks somewhat. There isn't enough contrast between light and dark areas which is what spotlights are supposed to do. R_speeds are definately very high, and they do affect gameplay with more players in a match. Like xen says, you MUST optimize a map as much as possible, so that it may be played well on many different machines.
# 25. Rotpig! ^
by Paul @ Work - Friday 29 March 2002 @ 07:40
What have you been up to? Any more maps in the works?
# 27. Swedes are not Swedish....... ^
by Big_Ballz - Sunday 31 March 2002 @ 10:38
Nice Map, still looking for Quad tho
# 28. Ouch... ^
by Rotpig - Monday 01 April 2002 @ 09:27
Umm... I take back what i said about this map lacking in the lighting department. I've played it in software quake and it looks fantastic, with lots of contrast and effects. I think my screen brightness was up too high anyway :o)
Howdy Paul, been a while. I'd like to think i had some maps in the works, but im just not sure i can still come up with the goods. Many different ideas floating around, yet putting them into play is proving difficult. It's often difficult for me to be pleased with a layout and then build the map through to completion without chucking it in. (so so many factors to consider in mapping) Still, I am dabbling a little here and there and who knows what will come...
# 31. Hmm ^
by Pure Imaginary - Wednesday 10 April 2002 @ 02:25
It is mostly good aside from the fact that the Yellow Armor and Megahealth are a bit too close.