Remotely located space ship service station. One side for blue and the other side for red team. Low gravity most of the time with some normal gravity areas in connecting tunnels.
Stealing the flag was very challenging because of the smart defense setup. This is a great map for Shock Whores and Sniper Jacksons.
This is a low poly map. The poly count NEVER reaches 200 during the normal play usually staying well under 150. The dynamic lights on red base may cause some dilatory action but that will be mostly negligible.
The elevators acted a bit funny. This may be a result of the controlling trigger that didn't have the retrigger setup done. Also, the collision radius of the trigger is too small for the elevator.
There is a gimmick with the redeemer. It can not be reached without proper equipment. Probably I didn't try hard enough but I suspect that it requires advanced TL usage to get oneself in there. The redeemer, although there (with pathing and all), will most certainly be a rarely seen weapon during the game.
The pathing is there with some defense point setup. However, there is no alternate path setup making the bots fully predictable. Also, the sniper posts didn't have the distance view trigger to prevent the defending bot from snoozing.
Neil did a good job on pathing the route over void space. The use of "elevator" stuff in there is probably the only method to make this functional. Well done here.
Elsewhere the pathing is regular stuff, avoiding too many pathnodes to make the AI run smoother on slower cadgets.
The redeemer is fully out of reach of the bots. There is pathing out of there but no pathing into. No redeemer for bots.
One shall be economical with ammo as there is sparse opportunities to get more. You should also learn how to sneak as there is very little health available.
I love this kind of setup where You really must cooperate with rest of the team avoiding direct contact with enemy as long as possible.
Textures are aligned, certainly not just slapped on place but there are some minor alignment errors. Sometimes the texture choices were out of place.
The star texture in skybox is dark. Turning the Unlit flag on would have been a suitable action here.
The red base has a superior lighting compared with that of the blue base. For example, in the red base there are pulsating (slow) red lights, which emit ambient sound that is synchronized with the light. The blue base has none of this.
There are places where a lot brighter light would have been a plus and then there are many places where lighting washes the colors away. Neil didn't leave the lights on their default settings but there are places where more adjustments would have been needed.
Sounds suit very well into the map and are not too loud or too silent either. A hit to the bulls eye.
The music track, Fearchild by Markus Meril”inen (Credits PLEASE !!!) is a polyrythmic piece of art that suits this map rather well. As it is originally a 4 channel ProTracker MOD it is not reproduced exactly as the musician designed it. Conversion to S3M before import would have improved it a lot. Good choice.
The map is well worth the download, especially if You like low-gravity, tactical maps.