|Goto the Review List||Chat with us online at irc.edgeirc.net in #gloom (With mIRC)|
Review of DeadStar
"the map just breathes with haunting realism"
The first time I played this map, all I can remember was a feeling of awe and suspense as I carefully trudged down towering hallways never knowing what was going to be around the corner. The map sets an incredible mood throughout, which can really pull you into the game. From the colorful textures to the impressive architecture, the map just breathes with haunting realism. There is not a single uninteresting area in the entire map, and it follows the theme of an infested starship wonderfully, both visually and environmentally.
The texturing in this map was excellent overall, although a few areas could have use a wider selection, like the huge dark hangar shaped room, but generally everything fits together nicely here. Also texture alignment was done very well and nothing stands out if there are any misalignments.
When looking at the detail in this map, one can only be amazed and the amount of work and creativity that must have been put into such a beautiful map. The detail is nothing less than amazing everywhere with the exception of a few areas.
Moving on to gameplay, similar to Gloom 2, this map suffers in this department due to the single entrances/exits on both the human and spider bases. However, this map's gameplay does not suffer nearly as harshy for a number of reasons. First of all even though there is only one hallway into each base, neither are very long, and have a lot of height to allowa bit more ease of movement within them. Secondly, the rest of the map has many great stacking and hiding spots which make for equal or better base locations than the two originals. The third reasons is that there isn't really one direct route between bases which spreads out the movement of troops on both sides and keeps choke points down to a minimum. Basically what this all means is that the game isn't likely to get to the point of one team sitting in their base spamming while the other throws away their lives hoping to get lucky. If the game does reduce to this however, the height of the hallways allows for the sieging team to have a greater chance at breaking through the barrier.
So overall, this map in an encredible environment worthy of the many great battles that have been fought within it's looming halls.
I have a couple problems with this map. Now it IS a beautiful map, and ... - Blakhawk [more]
Okay so the design is a bit straightforward, but it looks good, doesn't la... - impact [more]
Well The atmosphear is what grabbed me. Deadstar has a real 'Gloomy' Typ... - Cant say [more]
This map is a classic, i have fond memories from when it first came out a... - Trekker [more]
Sux to be spiderz here, rarely win. - Death
Yeah! Fun Map!!! - Devil Warrior
the camping in the human entrance can be a bitch :P - Carcinogen
The hooman base needs lighting BADLY...plus a few more lights in other pl... - [CARGO] [more]
Shit, total shit - Satannum
Comment: The textures themselves are outstanding, and their use is just as impressive.
Comment: The single entrances/exits don't help much, but overall the layout plays well.
Comment: This map oozes with creativity, from the textures to the big spikey ball.
Comment: A great environtment sporting good gameplay!
|This review has been read 1714 times.||The Gloom Map Depository is copyright Team GMD. Quake2 is a registered trademark of Id Software. Gloom is copyright Team Reaction. The review script is copyright R1CH.|