Ultratech Labs - Fullgore
By Mark 'OZ' Austin
This is the latest map from OZ and I must say he's
done it again, this map is designed around the Fullgore character
from the game Killer instinct which was produced by Rare for Nintendo.
The building that you play in is the Ultratech labs where Fullgore
was designed. It is a facility that is hidden deep underground
where scientists worked hard on a secret project to develop a
time portal. The portal project ended in failure and was closed
only to be reopened to be used as a CTF combar arena.
LOOKS:
Load this map up in practise mode first as you have
to look around to see the detail that has been put into this map.
Using only the standard textures OZ has put them to good use in
making a belivable science lab.
The map is set on varing levels of which flows into
one another and don't finsih in dead ends which helps if you have
the flag and cant find your way back on the first capture (As
I found out!).
Lighting is as any gamer will tell you a key part to a map and
this hasn't been overlooked, there are no parts on this map where
you can say thats to dark or bright. The colours used are also
fitting and not over the top. I have to comment on the main chambers
which contain proto type robots, these rooms alone would not look
out of place in Half Life but using the Unreal engine look stunning
with the lighting and the shadows which they create.
PLAYABILTIY:
This level can handle 10-16 players and handle them
it does with a two teams of four which is how I played it it was
a bit sparce on the action with clumps of action taking place
in only certain areas but with 14 or even 16 I dare say it would
be heaving with limbs and gibs flying everywhere.
OZ has always been one to include interactivity
into his maps and this map is not without it to. In the basement
area of this map you are presented with giant pistons that shoot
out with tremendous speed blocking your path in the process or
even trapping you in a tiny area, this works but if you're the
flag carier you will not be wanting to take this route!
The only gripe on playabilty was the lava section
with a bit of a dis-jointed path route which again makes for a
difficult route back to your base but this is a minor gripe and
you get used to it after the first couple of runs through.
FAULTS:
I couldn't spot any! Apart from that lava issue I can
really say this is a solid level and can be added to OZ's hall
of perfection. Now I wont be asking OZ for a list of faults as
I'm sure as a designer he would pick it to pieces.