A very long and detailed assault map. Long journey, many targets and very little time to
do them all. If You like to play assault and especially if You do it offline mostly, the
map is a MUST TO DOWNLOAD. And, even if You don't do assault, this map just might make You
reconsider Your habit.
The main target in this map is to destroy a StargÂte which was built by an alien race
called Necris. To get rid of that thing is important because the Necris warriors use it to spread terror
all over the universe.
You start from what appears to be a collection of trashed cargo boxes. Proceed towards the cargo
area and do not skip the BKofH laying on the rock; You WILL need it.
After rushing over the bridge Your task is to open the reinforcement base door with a conveniently
located switch.
When the door has opened, You go to the center of a landing platform to send the coordinates
to Your mothership waiting in the orbit. When done, Your fighters will start an airstrike that
destroys the landing plate and along with that a door leading closer to the base itself.
The main base door is blocked but You can go around the base to the backside and go in from there.
Remember to destroy the wooden door to get Your group nearer the action. The way up there will be
long and the defense is far from dumb.
Once inside the base, You should destroy the panel that is used to control the port leading to the
core generator arrangement. Blow the panel off and the route down is free.
To destroy the core generator You need to deactivate it's cooling system. The control panel to do
this is down all the way. When disabled, the generator will explode so You better be away from it.
When the core generator is out of order, the main base door will automatically open.
Now, You should climb back the curvy way, enter the main base and activate the bridge using the switch
on one of the pillars. Once that is done and the bridge is there, You can run into the StargÂte
and finish the mission.
The epilogue is Your destroyer fleet escaping from the doomed planet which apparently explodes.
There is a lot to do and the time is very tight, only 14 minutes. And I'm pretty sure I forgot one
or two targets in my description. The right value here would be something like half an hour because
the score becomes tie too often with this setting.
The poly count on this map is not too high averaging to 100 and the tops being around 250. However,
the many triggers and movers are straing the engine from the other end. The result is that You should have
a medium speed (400MhZ) rig to run this map without lag. Low end gadgets will have some framerate
drops. The player starts seemed to work allright.
The bots navigate the level well. They also do a very tight defense and the attacking team can NOT complete
the targets without Your help. However, the defense could have been done a lot more efficient. There
are ambushpoints with sniping on but the distance view triggering is missing. This is especially important
on lower skill levels. Other than that, the pathing seemed to be in order including the many blocked
path actors which are essential in a setup like this. Very good indeed.
The map flows amazingly well. There are no cramped places except the secondary spawn room for
attackers. You will meet some blind alleys but they are there in purpose. Also, during the learning
curve the map is somewhat confusing at first. After a while, it straightens up.
The weapons in this map are scarce, especially for the attacking team. Also, there are no other powerups
available for the attackers than the Health Keg and invisiblity, which is hard to find (don't cheat
by looking for it with UED as I did). Conquering the base needs team work to be a success. Health is
also very scarce and You better memorize the locations of the med boxes and the few health vials.
There might be other items lurking around. The map is just too big to find them all.
Architecture is very complex and has required a lot of brushwork. Especially I like the shape of the
sniping towers. Certainly not a mixture of cubes, far from that. The action involved with each target
is executed with great care and I think Marco deserves a special one for those only.
The chosen textures seem to be in proper places but some of the terrain textures were left unaligned.
Aligning the terrain is never easy but the ground would benefit from more precise work here. The rock
textures are looking quite good although they are left unaligned as well. All in all, these do not
show up too bad and the rest of the surfaces over the more geometric shapes seemed to be exactly in
place and some of the texturing was done with great imagination.
The skybox is patchy, it has the Sun and the Venus there but man, these look bad. The speed
of clouds seems to be OK.
The daylight scene chosen to this map is hard to lighten up. Setting Zone light to value 200 is NOT the
right thing to do. It will light up things allright but You will loose all shadows as well. One should
try to cope without the zone light. Now the map contains many places that look plain just because of
this. Marco has the knowledge and skills to do this in the right way so my quess for doing it like this
is lazyness.
The sound setup of the map is very good. Many of the stuff around is producing sound and the sound is
often part of the item. Like the cage that has something inside. As it is emitting electric ripple
one assumes that there must be some electrical stuff inside. Nice interplay with form and sound.
The map uses two music tracks, Godown and Run. Both are from the original UT CD package.
To the author:
As You stated in the readme, the lighting in this map "sucks". You could try to use large radius
cylindrical lights to enlighten the outdoor areas. The zone lighting always levels things down.
Improving the lighting would make this map look a LOT better. Thanks for the great map !