UTvsDOOM
By Nick C
Let me just introduce Grim, Grim is from the clan
Co30 and has been around the Unreal scene from basically the start
so I now hand over to him to do the review.. Grim...
Ahhh......his could have been such a good level
for old farts like me who remember Doom and Doom2 so fondly........
If you've ever played those games you'll still feel
a little tingle go down your spine at the very mention of their
names...... Nick has tried to bring back some of this nostalgia
with this CTF level but unfortunately, he's failed miserably.
But first, the good points: The textures are a very accurate indeed
and in the layout Nick as managed to re-create some of the rooms
from the first level's of Doom 1 and 2.
It did make me smile when I turned some corners and saw the old
layouts re-appear right before my eyes. Even some of the secret
passages are there......nearly had to wipe away a tear..... The
music is authentically reproduced too. The little midi-type soundtrack
pumping away like there's no tomorrow....hehe.....urging you forward!!
Botpaths are okay. They managed to find the goodies
but I had problems with some of them getting stuck in certain
parts of the map.
Now that bad news. Simply, it's just too tight.
I've actually re-installed Doom1 and 2 on my system to check the
dimensions......and it's like sqeezing through the backstreets
of Calcutta in comparison to the originals.
One instance, I teleported to the platform without knowing and
got translocated somewhere else instanatly simply becuase there
wasn't enough room on the platform for me to react in time.
The map maybe workable on a LAN, (I haven't access
to one, so I can't confirm this) but from my years of online play
this level would suck badly, particularly if you've got a 56k
and have a cable modem user as an opponent. The former wouldn't
stand a chance. Worst of all, the level design is *seriously*
flawed in one gob smacking way. If you're on blue and remember
the secret passage from the old games, to the right as you face
the platform, you can just nip through, bypass nearly all the
level, avoid the auto-gun, grab the red flag and nip back in a
few seconds. Just about in the time I'm taken to type this paragraph
in fact. Makes all the effort that was put into rest of the map
design a huge waste of time. Shame that.
With tweaking, it could make a passable DM level
but as a CTF map I really can't recommend it at all....