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tronyn-reviews:tormentarium_by_madfox [2012/09/28 13:37]
onetruepurple torro -> torment
tronyn-reviews:tormentarium_by_madfox [2013/06/09 13:00] (current)
Spirit scores are no headlines
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 I might liken the map to the last digs map, due to the water, texture set, and sense of weird unexplained mechanical processes going on; or it could be compared to a [[/reviews/?filtered=negke|negke]] or [[/reviews/?filtered=necros|necros]] map because of the machinery. But really, the only person who could have made this map is Madfox. The skinning on all of the props did not work out perfectly, but they are so imaginative and cool that this hardly matters. The quality of the texturing and lighting is uneven, but that's not really the point of the map. The gameplay is generally not hard, the main source of pleasure in this map is navigating and seeing the unexpected around many corners. The final room, however, IS hard, with many monsters all shooting at you at once from many different levels. In order to be safe, you'll need to take your time here. Luckily, the last area's architecture is very tight and well-clipped, so if you take your time getting around is pretty smooth. Overall perhaps the best way to describe this map is "1997 with Quad Damage." In the early days of Quake, there was a great deal of creativity even if it wasn't very professionally implemented. People were willing to add all kinds of stuff to their maps, and what we now might call "orthodox" design styles, lighting/texturing standards, and theme sets had yet to evolve. The result was that in 1997, downloading a map or mod you hardly had any idea what you were going to get. Thus, the really 1997-ish quality on display here comes back to unpredictability. Every new room I came into, did not at all seem to logically follow from the one before (although the layout does loop around and interconnect a lot), but I was always just like, "alright, that's cool/interesting." It's not often I get to describe a Quake map as a wacky romp, but here - I do. Maybe this isn't to everyone's particular taste, but I definitely enjoyed it. I might liken the map to the last digs map, due to the water, texture set, and sense of weird unexplained mechanical processes going on; or it could be compared to a [[/reviews/?filtered=negke|negke]] or [[/reviews/?filtered=necros|necros]] map because of the machinery. But really, the only person who could have made this map is Madfox. The skinning on all of the props did not work out perfectly, but they are so imaginative and cool that this hardly matters. The quality of the texturing and lighting is uneven, but that's not really the point of the map. The gameplay is generally not hard, the main source of pleasure in this map is navigating and seeing the unexpected around many corners. The final room, however, IS hard, with many monsters all shooting at you at once from many different levels. In order to be safe, you'll need to take your time here. Luckily, the last area's architecture is very tight and well-clipped, so if you take your time getting around is pretty smooth. Overall perhaps the best way to describe this map is "1997 with Quad Damage." In the early days of Quake, there was a great deal of creativity even if it wasn't very professionally implemented. People were willing to add all kinds of stuff to their maps, and what we now might call "orthodox" design styles, lighting/texturing standards, and theme sets had yet to evolve. The result was that in 1997, downloading a map or mod you hardly had any idea what you were going to get. Thus, the really 1997-ish quality on display here comes back to unpredictability. Every new room I came into, did not at all seem to logically follow from the one before (although the layout does loop around and interconnect a lot), but I was always just like, "alright, that's cool/interesting." It's not often I get to describe a Quake map as a wacky romp, but here - I do. Maybe this isn't to everyone's particular taste, but I definitely enjoyed it.
  
-=====Score: 16.5/20=====+**Score: 16.5/20**