From the Readme file: An evil shrine of an unknown origin. Made of metal and stone, this metallic beast sits in the middle of a vast ocean. Surrounded by darkness, the only signs of life come from the structure itself, a low hum of unyielding energy.
Well, I'm not sure what DM-DivineIntervention is, but it's cool. Bryan J. Hernandez (Dark Elf) used a mixture of textures from Quake3, Starship, and Shane Church to create this 8th Wonder of the World.
The architecture is top-notch, with a variety of shapes and sizes. This whole map feels a little bit spooky, with all the evil faces and angled iron. The balance for all this is a nice security blanket -the water. This floating giant is supported by a vast ocean of water (barnacle-free), and I found the water a great escape route when all seemed lost. Z-axis fragging is everywhere. You'll have to watch your back, and every other vulnerable spot on your doomed body as you explore the vast expanse of this futuristic-looking, sort of 'oil rig' kind of contraption.
The textures help to give this structure an evil, forbidden look. The texture combination works well, with some less-vivacious grains giving way to smooth, shinny gold-plated textures adorned with skulls. But there are a few places on the map with texture anomalies: For example, some slanted beams have riveted textures that run off one side of the iron, and continue on the other side. This was also noticed with a skull texture, but for the most part, the textures were applied very well and were a nice change from the default stuff we're used to seeing.
So how does this architecturally beautiful beast play? Let me just say that the bots are all over this sucker like they've lived here their entire lives. The path nodes kept everybody busy, with bots swimming likes fishes for Udamage, or the isolated redeemer. They will bounce off the jump pads, jog through the teleporters, and rage up and down the ramps, even to the uppermost point where the shieldbelt is waiting. But before you get any ideas about hitting the high-ground for the belt, let me warn you about something: Multiple triggers are situated all over the map that trigger large slabs of stone to crush those unfortunate enough to be on the belt platform at the time. And if you think the mashing stones are idle most of the time, you're dead wrong. These mothers go off like clockwork, being triggered time and time again.
Item placement was carefully planned, and besides risking the shieldbelt and swimming for the Udamage, you can also go for a swim to snatch up the redeemer. Tired of those bots laughing at you? Blasts their butts into seafood with a carefully-guided cruise missile, or attempt a sneak-attack after you pick up the invisibility and ride an elevator into the action. Health is also planned well, giving you just enough to bolster your confidence before a happy, smiling bot wipes the floor clean with you.
The lighting helps make this foreboding construction a vision to behold. Beautiful lens flares adorn this beast, and light parts the night to create an abundant supply of light/dark contrasts. Lighting not only flows from appropriate looking fixtures, it illuminates the vessel just where it should by relative light sources.
To better make you aware of your surroundings, you'll hear waves crashing against the side of the structure, and the eerie sound of a machine squawking as if it could chew you up and spit you out at any minute. Top this off with some music from the CD, and you have a total package for the ears, eyes, and adrenaline.